IDEATION, BUSINESS MODELLING AND LEADERSHIP BY GAMIFICATION – USING DIGITAL PLAYFUL LEARNING IN NEXT GENERATION ENTREPRENEURSHIP
Research output: Contribution to conferences › Paper › Contributed › peer-review
Contributors
Abstract
Gamification, a prominent technological trend, has infiltrated the corporate sector, with 70% of Global 2000 organizations adopting gamified applications. The GAME4CHANGE (G4C) project aims to pioneer a Next Generation Entrepreneurship study program, integrating gamification in three master-level modules across six European countries. This transformative approach equips students with essential skills while offering educators the tools to become teaching innovators. The paper presents current findings from the ongoing Erasmus+ project, including the NGE curriculum and train-the-trainer program, emphasizing successful piloting and evaluations across European business schools in the winter semester of 2023. These experiences provide a foundation for further development in the realm of gamified entrepreneurial education.
Keywords: Gamification, Entrepreneurial Education, Playful Learning, International Cooperation.
Keywords: Gamification, Entrepreneurial Education, Playful Learning, International Cooperation.
Details
Original language | English |
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Pages | 2697-2703 |
Number of pages | 6 |
Publication status | Published - 6 Mar 2024 |
Peer-reviewed | Yes |