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Implementing Serious Games in Entrepreneurship Education

Funder: European CommissionProject code: 2018-1-HU01-KA203-047712
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for higher education Funder Contribution: 298,320 EUR

Implementing Serious Games in Entrepreneurship Education

Description

"BACKGROUNDIn recent years, European policymakers have increasingly called for action to renew the prevailing education models by opening up education in the European Union member states. Two competencies have been identified as vital for opening up in education: digital competencies and entrepreneurship competencies. Both are among the eight key competencies mentioned by the EC. OBJECTIVE OF ISGEE PROJECT The goal of the ISGEE project was to develop both the entrepreneurship and the digital competencies of HEI students. The project’s central component is a new online digital serious game (Entrepoly) that aims to foster entrepreneurship competencies. Entrepoly is unique compared to other similar games on the market, as it was created specifically with the aim of making it easier to adapt it to higher education. ACTIVITIESDuring the course of the ISGEE project, we assumed that in order to make a meaningful impact on HEI students, HEI instructors should be reached, since Entrepoly can only be introduced in the classes with their cooperation. Therefore, we placed special emphasis on the continuous involvement of HEI teachers and HEI students. As a first step, we have explored the needs of teachers and students for educational games. Based on these, we started to develop Entrepoly, which instead of the traditional tabular-looking solution for educational games has become a much more spectacular role-playing game, where the listener roams the field with one character. Within Entrepoly, we have created 4 different types of games (the ""house"" in the game) that develop different entrepreneurial competencies – we used the EU EntreComp Framework as the basis for the entrepreneurial competencies to be developed. During the development, we continuously carried out tests, both among students and instructors. We created Entrepoly so that its specific content can be customized through a teacher's platform, as intended by the instructor, and student performance can be monitored – all completely for free of charge. An Adaptation Handbook is available for the game's classroom adaptation. During the project, we also tried to reach out to the instructors for whom gamification is still a novelty, so we have put together a Teaching Toolkit to demonstrate the applicability of gamification for educational purposes. In addition, we have created a platform for collecting other games developing entrepreneurial skills, so that the more dedicated instructors can choose from other opportunities – already on the market – besides Entrepoly. RESULTSENTREPOLY GAME: A freeware role-play type online digital serious game that can be used to develop the entrepreneurship competencies of higher education students. The direct target group for the game is HEI lecturers who can rely on this new, easy-to-use, and customizable technique to expand the education methodology in their courses. ENTREPOLY ADAPTATION HANDBOOK: The handbook gives guidance on implementing the Entrepoly game and using the teacher’s platform to customize game content. TEACHING TOOLKIT FOR USING GAMIFICATION IN EDUCATION: The toolkit is a general guideline for the educational use of gamification specifically for the use of these solutions in the development in entrepreneurship competencies. This toolkit can be useful to reach, motivate and integrate those HEI educators who are just started to get in touch with gamification methods. COLLECTION AND EVALUATION OF EXISTING GAMES: A good practice suite for the implementation of serious games and gamification techniques in entrepreneurship education. This online platform is a summary that contains clearly practical and ready-to-use solutions and an evaluation methodology about available serious games that may be adapted to the development of entrepreneurship competencies at HEIs.IMPACTDuring the ISGEE project, we placed a strong emphasis on involving participants as widely as possible from outside the partnership. As a result of this, we managed to join a large European education project, EUGLOH, where students from four countries tested Entrepoly. The University of Porto joined our project as an associate partner, while Nottingham Trent University joined as a testing partner. Thanks to all these, 100+ instructors and 1000+ students from 10+ countries (From Brazil to Mongolia) were able to try Entrepoly, so we can say that the international impact of the project is quite determining. PARTICIPANTS • University of Szeged, Hungary – lead partner, experienced in entrepreneurship education • West University of Timisoara, Romania – experienced in serious game development • VSB Economics University of Ostrava, Czech Republic – experienced in novel teaching methods • Univations, Germany – experienced in entrepreneurship education • Stucom, Spain – experienced in implementing digital gamification in the field of education • SC Expertissa, Romania – IT company with experience in serious game development"

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