A serious game to promote and facilitate entrepreneurship education for young students (Contributo in atti di convegno)

Type
Label
  • A serious game to promote and facilitate entrepreneurship education for young students (Contributo in atti di convegno) (literal)
Anno
  • 2013-01-01T00:00:00+01:00 (literal)
Alternative label
  • Mario Allegra, Dario La Guardia, Simona Ottaviano, Valentina Dal Grande, Manuel Gentile (2013)
    A serious game to promote and facilitate entrepreneurship education for young students
    in International Conference on Education and Educational Technologies, Rodhes Island, Greece, 16-19 Luglio 2013
    (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
  • Mario Allegra, Dario La Guardia, Simona Ottaviano, Valentina Dal Grande, Manuel Gentile (literal)
Pagina inizio
  • 256 (literal)
Pagina fine
  • 263 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#titoloVolume
  • Recent Advances in Education and Educational Technologies (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#volumeInCollana
  • 8 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#pagineTotali
  • 8 (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
  • Institute for educational technology National Research Council of Italy Palermo, Italy (literal)
Titolo
  • A serious game to promote and facilitate entrepreneurship education for young students (literal)
Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#isbn
  • 978-1-61804-203-3 (literal)
Abstract
  • The paper describes a serious gamedesigned and implemented within the framework of the European project \"Posso ... Non Posso ... Vado! PNPV Project Rev.2 (I can ... I cannot ... I go!) which aims to introduce and foster an entrepreneurial mindset among young people. The focus of the game is on the management of a touristic company, in a complex market in which players compete with other companies/players. After a brief overview on Entrepreneurship Education, the paper describes the structure of the gamethat allows players to face increasingly complex situations, through learning by doing and learning by failing methodologies. Thenthetools integrated in the game to support teachersin analyzing students' activities are described. (literal)
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