{"title":"游戏化提高创业教育的参与度和高阶学习","authors":"Roisin M. Lyons, Grace Fox, S. Stephens","doi":"10.1108/et-05-2022-0204","DOIUrl":null,"url":null,"abstract":"PurposeIn an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education.Design/methodology/approachIn the first case study, students leveraged their taught knowledge about gamification to develop a gamified business concept. In the second case study, students played a humanitarian game and provided feedback about its design and efficacy.FindingsThe students' overall engagement with entrepreneurial education was significantly influenced by two factors: their perceived learning about gamification; and their perceived engagement with the gamification. It was observed that highly engaged students considered the gamification component of the course challenging.Originality/valueThis study demonstrates the potential of gamification to enhance engagement and to foster higher-order learning in the context of entrepreneurial education.","PeriodicalId":47994,"journal":{"name":"Education and Training","volume":" ","pages":""},"PeriodicalIF":3.2000,"publicationDate":"2023-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Gamification to enhance engagement and higher order learning in entrepreneurial education\",\"authors\":\"Roisin M. Lyons, Grace Fox, S. Stephens\",\"doi\":\"10.1108/et-05-2022-0204\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"PurposeIn an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education.Design/methodology/approachIn the first case study, students leveraged their taught knowledge about gamification to develop a gamified business concept. In the second case study, students played a humanitarian game and provided feedback about its design and efficacy.FindingsThe students' overall engagement with entrepreneurial education was significantly influenced by two factors: their perceived learning about gamification; and their perceived engagement with the gamification. It was observed that highly engaged students considered the gamification component of the course challenging.Originality/valueThis study demonstrates the potential of gamification to enhance engagement and to foster higher-order learning in the context of entrepreneurial education.\",\"PeriodicalId\":47994,\"journal\":{\"name\":\"Education and Training\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":3.2000,\"publicationDate\":\"2023-04-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Education and Training\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://doi.org/10.1108/et-05-2022-0204\",\"RegionNum\":3,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Education and Training","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.1108/et-05-2022-0204","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Gamification to enhance engagement and higher order learning in entrepreneurial education
PurposeIn an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education.Design/methodology/approachIn the first case study, students leveraged their taught knowledge about gamification to develop a gamified business concept. In the second case study, students played a humanitarian game and provided feedback about its design and efficacy.FindingsThe students' overall engagement with entrepreneurial education was significantly influenced by two factors: their perceived learning about gamification; and their perceived engagement with the gamification. It was observed that highly engaged students considered the gamification component of the course challenging.Originality/valueThis study demonstrates the potential of gamification to enhance engagement and to foster higher-order learning in the context of entrepreneurial education.
期刊介绍:
Education + Training addresses the increasingly complex relationships between education, training and employment and the impact of these relationships on national and global labour markets. The journal gives specific consideration to young people, looking at how the transition from school/college to employment is achieved and how the nature of partnerships between the worlds of education and work continues to evolve. The journal explores vocationalism in learning and efforts to address employability within the curriculum, together with coverage of innovative themes and initiatives within vocational education and training. The journal is read by policy makers, educators and academics working in a wide range of fields including education, learning and skills development, enterprise and entrepreneurship education and training, induction and career development. Coverage: Managing the transition from school/college to work New initiatives in post 16 vocational education and training Education-Business partnerships and collaboration Links between education and industry The graduate labour market Work experience and placements The recruitment, induction and development of school leavers and graduates Young person employability and career development E learning in further and higher education Research news Reviews of recent publications.