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Entrepreneurship education at universities: challenges and future perspectives on online game implementation

The study explored the challenges and potential of online gamification to develop actionable recommendations for entrepreneurship pedagogy in the phase of ‘new normal’. This study applied an experimental game which the authors developed, and a mixed method was applied to the data sets collected from...

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Detalles Bibliográficos
Autores principales: Takemoto, Takuji, Oe, Hiroko
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Singapore 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7851656/
http://dx.doi.org/10.1007/s41959-020-00043-3
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author Takemoto, Takuji
Oe, Hiroko
author_facet Takemoto, Takuji
Oe, Hiroko
author_sort Takemoto, Takuji
collection PubMed
description The study explored the challenges and potential of online gamification to develop actionable recommendations for entrepreneurship pedagogy in the phase of ‘new normal’. This study applied an experimental game which the authors developed, and a mixed method was applied to the data sets collected from the students: an open-ended survey of 91 students and in-depth interviews with 23 students. It has been found that the students perceiving activities with gamifications are good learning stimuli in entrepreneurial classrooms as a first step; then, they found it effective to learn and deepen their understanding of theories and models as a second step after the gaming activities, which is a reverse approach from a traditional business education approach. Gamification enables students to think critically on game scenarios via participation in gamifications, which can be strengthened and embedded in their mind by theoretical learning which follows the gaming activities. The findings of the study provide a practical guidance for entrepreneurship pedagogists with ‘activities first’ which will be followed by theoretical learning.
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spelling pubmed-78516562021-02-02 Entrepreneurship education at universities: challenges and future perspectives on online game implementation Takemoto, Takuji Oe, Hiroko Entrep Educ Original Paper The study explored the challenges and potential of online gamification to develop actionable recommendations for entrepreneurship pedagogy in the phase of ‘new normal’. This study applied an experimental game which the authors developed, and a mixed method was applied to the data sets collected from the students: an open-ended survey of 91 students and in-depth interviews with 23 students. It has been found that the students perceiving activities with gamifications are good learning stimuli in entrepreneurial classrooms as a first step; then, they found it effective to learn and deepen their understanding of theories and models as a second step after the gaming activities, which is a reverse approach from a traditional business education approach. Gamification enables students to think critically on game scenarios via participation in gamifications, which can be strengthened and embedded in their mind by theoretical learning which follows the gaming activities. The findings of the study provide a practical guidance for entrepreneurship pedagogists with ‘activities first’ which will be followed by theoretical learning. Springer Singapore 2021-02-02 2021 /pmc/articles/PMC7851656/ http://dx.doi.org/10.1007/s41959-020-00043-3 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Original Paper
Takemoto, Takuji
Oe, Hiroko
Entrepreneurship education at universities: challenges and future perspectives on online game implementation
title Entrepreneurship education at universities: challenges and future perspectives on online game implementation
title_full Entrepreneurship education at universities: challenges and future perspectives on online game implementation
title_fullStr Entrepreneurship education at universities: challenges and future perspectives on online game implementation
title_full_unstemmed Entrepreneurship education at universities: challenges and future perspectives on online game implementation
title_short Entrepreneurship education at universities: challenges and future perspectives on online game implementation
title_sort entrepreneurship education at universities: challenges and future perspectives on online game implementation
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7851656/
http://dx.doi.org/10.1007/s41959-020-00043-3
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