TY - GEN
T1 - A Game for Entrepreneurship Training Supporting Dual-Career Paths
AU - Dunwell, Ian
AU - Lameras, Petros
PY - 2020/1/1
Y1 - 2020/1/1
N2 - This paper presents the early-stage user workshop findings and subsequent design of a game-based learning approach to entrepreneurship. The specific context is to address the dual-career training needs of athletes, as part of a large-scale European online course (MOOC). An interactive card-based activity was used within a small scale focus group, with the purpose of enabling dialogue between end-users (n = 11), as to elicit their experiences of using games for understanding athletes’ dual career training needs. Initial findings from this exercise was a suggestion that quantifiable performance indicators (scores, points, achievements) could be preferable to less quantifiable measures (e.g. narrative progression, or multiple scenario outcomes). Establishing meaning, sense-of-purpose, and identity within the game were also highlighted as desirable features by the focus group, when compared to other options as detailed in this paper. The subsequent prototype of the game is presented, with reference to these findings.
AB - This paper presents the early-stage user workshop findings and subsequent design of a game-based learning approach to entrepreneurship. The specific context is to address the dual-career training needs of athletes, as part of a large-scale European online course (MOOC). An interactive card-based activity was used within a small scale focus group, with the purpose of enabling dialogue between end-users (n = 11), as to elicit their experiences of using games for understanding athletes’ dual career training needs. Initial findings from this exercise was a suggestion that quantifiable performance indicators (scores, points, achievements) could be preferable to less quantifiable measures (e.g. narrative progression, or multiple scenario outcomes). Establishing meaning, sense-of-purpose, and identity within the game were also highlighted as desirable features by the focus group, when compared to other options as detailed in this paper. The subsequent prototype of the game is presented, with reference to these findings.
UR - http://www.scopus.com/inward/record.url?scp=85064641349&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-11932-4_67
DO - 10.1007/978-3-030-11932-4_67
M3 - Conference proceeding
AN - SCOPUS:85064641349
SN - 9783030119317
T3 - Advances in Intelligent Systems and Computing
SP - 722
EP - 732
BT - The Challenges of the Digital Transformation in Education - Proceedings of the 21st International Conference on Interactive Collaborative Learning ICL2018 - Volume 1
A2 - Auer, Michael E.
A2 - Tsiatsos, Thrasyvoulos
PB - Springer-Verlag London Ltd
T2 - 21st International Conference on Interactive Collaborative Learning, ICL 2018
Y2 - 25 September 2018 through 28 September 2018
ER -