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 language | English |
|---|---|
| Title of host publication | Proceedings of the 13th International Conference on Game Based Learning, ECGBL 2019 |
| Editors | Lars Elbaek, Gunver Majgaard, Andrea Valente, Saifuddin Khalid |
| Publisher | Dechema e.V. |
| Pages | 48-57 |
| Number of pages | 10 |
| ISBN (Electronic) | 9781912764389 |
| DOIs | |
| Publication status | Published - 2019 |
| Event | 13th European Conference on Games Based Learning - The University of Southern Denmark, Odense, Denmark Duration: 3 Oct 2019 → 4 Oct 2019 Conference number: 13 https://www.academic-conferences.org/conferences/ecgbl/ |
Publication series
| Name | Proceedings of the European Conference on Games-based Learning |
|---|---|
| Volume | 2019-October |
| ISSN (Print) | 2049-0992 |
Conference
| Conference | 13th European Conference on Games Based Learning |
|---|---|
| Abbreviated title | ECGBL |
| Country/Territory | Denmark |
| City | Odense |
| Period | 3/10/19 → 4/10/19 |
| 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