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 contribution

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
CountryGreece
CityThessaloniki
Period13/11/1414/11/14
Internet address

Fingerprint

Teaching
entrepreneurship
EU
questionnaire
lifelong learning
learning
secondary school
student
innovation
management
experience

Keywords

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

Cite this

Protopsaltis, A., Borotis, S., Connolly, T., & Hainey, T. (2014). Teaching entrepreneuship using serious games in a Web 2.0 environment. In 2014 International Conference on Interactive Mobile Communication Technologies and Learning (pp. 242-246). IEEE. https://doi.org/10.1109/IMCTL.2014.7011140
Protopsaltis, Aristidis ; Borotis, Spiros ; Connolly, Thomas ; Hainey, Thomas. / Teaching entrepreneuship using serious games in a Web 2.0 environment. 2014 International Conference on Interactive Mobile Communication Technologies and Learning. IEEE, 2014. pp. 242-246
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Protopsaltis, A, Borotis, S, Connolly, T & Hainey, T 2014, Teaching entrepreneuship using serious games in a Web 2.0 environment. in 2014 International Conference on Interactive Mobile Communication Technologies and Learning. IEEE, pp. 242-246, 2014 International Conference on Interactive Mobile Communication Technologies and Learning, Thessaloniki, Greece, 13/11/14. https://doi.org/10.1109/IMCTL.2014.7011140

Teaching entrepreneuship using serious games in a Web 2.0 environment. / Protopsaltis, Aristidis; Borotis, Spiros; Connolly, Thomas; Hainey, Thomas.

2014 International Conference on Interactive Mobile Communication Technologies and Learning. IEEE, 2014. p. 242-246.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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AB - 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.

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Protopsaltis A, Borotis S, Connolly T, Hainey T. Teaching entrepreneuship using serious games in a Web 2.0 environment. In 2014 International Conference on Interactive Mobile Communication Technologies and Learning. IEEE. 2014. p. 242-246 https://doi.org/10.1109/IMCTL.2014.7011140