Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games
Author(s) -
Francesco Bellotti,
Riccardo Berta,
Alessandro De Gloria,
Elisa Lavagnino,
Francesca Maria Dagnino,
Michela Ott,
Margarida Roméro,
Mireia Usart,
Igor Mayer
Publication year - 2012
Publication title -
procedia computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.334
H-Index - 76
ISSN - 1877-0509
DOI - 10.1016/j.procs.2012.10.069
Subject(s) - entrepreneurship , computer science , usability , table (database) , entrepreneurship education , set (abstract data type) , value (mathematics) , course (navigation) , knowledge management , mathematics education , human–computer interaction , psychology , political science , engineering , machine learning , law , data mining , programming language , aerospace engineering
Enhancing the offer for entrepreneurship education is an important challenge for the nowadays knowledge societies. The eSG project is addressing this issue by analysing the added value that could be contributed by employing serious games (SGs) as a tool for allowing students – in particular technology students - to become familiar, mainly through practice, with basic concepts of entrepreneurship and company management. This paper presents the main requirements for the course and SGs obtained by surveying literature, entrepreneurs, students and teachers. We represented the requirements in a table template keeping into account usability, pedagogy, the entrepreneurship skills expressed by state of the art models and three major axes for entrepreneurship education at universities. These table descriptors were then used to assess validity of SGs and choose an appropriate mix for the courses. We have also defined a set of metrics to evaluate the advancement of students during the course. Based on these tools and knowledge, the next steps of the project will involve extensive user testing in the actual courses that are being performed in Genoa, Delft and Barcelona
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