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

    10 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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