严肃游戏对学生创业成功的贡献

F. Almeida
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引用次数: 0

摘要

采用严肃游戏作为传统课堂训练的补充仍然是一个新兴的主题,但它为学生和教师提供了相关的潜力。本研究描述了五年(2014-2018)的创业课程中严肃游戏的整合过程。在前三年,采用了entreexplorer,而在最后两年使用了FLIGBY。使用创业严肃游戏的体验是根据多个角度进行分析的,例如复杂性,更多创业或团队工作技能的产生,参与度,互动性,学习结果,甚至是对建立新企业的意图的影响。研究结果表明,这两款游戏在某些方面存在显著差异。然而,学生们认为每个游戏提供的学习成果都是相关的,这表明这两个游戏在学习和获得创业能力的过程中都是有用的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Contribution of Serious Games for the Success of Students in Entrepreneurship
The adoption of serious games as a complement to traditional classroom training is still an emerging theme, but it offers relevant potentialities for both students and teachers. This study describes the integration process of serious games in an entrepreneurship course over five years (2014-2018). In the first three years, the ENTRExplorer was adopted, while in the last two years the FLIGBY was used. The experience of using entrepreneurship serious games is analyzed according to multiple perspectives, such as complexity, generation of more entrepreneurial or group working skills, engagement, interactivity, learning outcomes, or even the impact on the intention to establish a new venture. The findings allowed a comparative analysis of the two games, indicating significant differences in some of those dimensions. Nevertheless, the learning outcomes provided by each game were considered relevant by the students, showing that both games can be useful in the process of learning and acquiring entrepreneurship competencies.
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