Teaching entrepreneuship using serious games in a Web 2.0 environment

Aristidis Protopsaltis, Spiros Borotis, Thomas Connolly, Thomas Hainey

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    Abstract

    This paper reports on the main piloting of the StartUp_EU (http://www.startup.odl.org/) Lifelong Learning European Project. StartUp_EU aimed at simulating the excitement and creative innovation of starting up new company. The project developed a series of serious mini-games, an encompassing Web2.0 platform based on ILIAS Learning Content Management System (LCMS) and a collaborative competition for secondary school students, between 14 and 18 years of age, to inspire high tech entrepreneurship. 243 students participated in a competition completing a series of 8 tasks simulating the process of arriving at an idea for a business to a real product and creating an elevator pitch. Pre-competition and post-competition questionnaires were collected. The remainder of the paper presents the results of the pre-and post- questionnaires regarding participants' perception of the learning experience regarding entrepreneurship using serious games and Web 2.0.
    Original languageEnglish
    Title of host publication2014 International Conference on Interactive Mobile Communication Technologies and Learning
    PublisherIEEE
    Pages242-246
    Number of pages5
    ISBN (Electronic)9781479947423
    DOIs
    Publication statusPublished - 2014
    Event2014 International Conference on Interactive Mobile Communication Technologies and Learning - Mediterranean Palace Hotel, Thessaloniki, Greece
    Duration: 13 Nov 201414 Nov 2014
    http://www.imcl-conference.org/imcl2014/

    Conference

    Conference2014 International Conference on Interactive Mobile Communication Technologies and Learning
    Abbreviated titleIMCL2014
    Country/TerritoryGreece
    CityThessaloniki
    Period13/11/1414/11/14
    Internet address

    Keywords

    • secondary education
    • serious games
    • Web2.0
    • game-based learning
    • entrepreneurship

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