Gamification in higher education: Implications to improve entrepreneurship education

Afsaneh Bagheri, Amin Alinezhad, Seyed Mojtaba Sajadi

Research output: Chapter in Book/Report/Conference proceedingConference proceedingpeer-review

7 Citations (Scopus)

Abstract

Last few decades have witnessed the rapid expansion of entrepreneurship education programs due to the critical impact of entrepreneurship on economic development, innovation and employment in both developed and developing countries. Despite applying technological advances in teaching different subjects in higher education, the majority of entrepreneurship education programs still use the traditional teaching methods. Game-based learning, simulation and gamification have recently been suggested as influential methods to improve students’ engagement in and motivation for learning and consequently education programs’ effectiveness. Yet, few studies have been conducted on such methods and entrepreneurship education. This paper aims to highlight these methods as to be effective in entrepreneurship education through a systematic review of the peer-reviewed published articles. We highlight the implications of the findings to improve higher education entrepreneurship programs.

Original languageEnglish
Title of host publicationProceedings of the 13th International Conference on Game Based Learning, ECGBL 2019
EditorsLars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid
PublisherDechema e.V.
Pages48-57
Number of pages10
ISBN (Electronic)9781912764389
DOIs
Publication statusPublished - 2019
Event13th European Conference on Games Based Learning - The University of Southern Denmark, Odense, Denmark
Duration: 3 Oct 20194 Oct 2019
Conference number: 13
https://www.academic-conferences.org/conferences/ecgbl/

Publication series

NameProceedings of the European Conference on Games-based Learning
Volume2019-October
ISSN (Print)2049-0992

Conference

Conference13th European Conference on Games Based Learning
Abbreviated titleECGBL
Country/TerritoryDenmark
CityOdense
Period3/10/194/10/19
Internet address

Bibliographical note

Publisher Copyright:
© The Authors, 2019. All Rights Reserved.

Keywords

  • Entrepreneurship education
  • Game-based learning
  • Gamification
  • Higher education
  • Serious games
  • Simulation

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications
  • Human-Computer Interaction
  • Software
  • Control and Systems Engineering
  • Education

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