http://www.cnr.it/ontology/cnr/individuo/prodotto/ID267377
Integrating Entrepreneurship Education activities into school curricula through a Serious Game (Contributo in atti di convegno)
- Type
- Label
- Integrating Entrepreneurship Education activities into school curricula through a Serious Game (Contributo in atti di convegno) (literal)
- Anno
- 2013-01-01T00:00:00+01:00 (literal)
- Alternative label
Simona Ottaviano, Manuel Gentile, Valentina Dal Grande, Dario La Guardia, Mario Allegra (2013)
Integrating Entrepreneurship Education activities into school curricula through a Serious Game
in Entrepreneurship education conference, Helsinki, 26th-27th September 2013
(literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
- Simona Ottaviano, Manuel Gentile, Valentina Dal Grande, Dario La Guardia, Mario Allegra (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#titoloVolume
- Entrepreneurship education conference in Helsinki, 26th-27th September 2013 (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
- Institute for Educational Technology - National Research Council of Italy
Via U. La Malfa n. 153, 90146 Palermo - Italy (literal)
- Titolo
- Integrating Entrepreneurship Education activities into school curricula through a Serious Game (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autoriVolume
- Scientific Association for Entrepreneurship Education (literal)
- Abstract
- The Communication from the European Commission entitled \"Entrepreneurship Action Plan 2020\" highlights the role of Entrepreneurship Education (EE) as a key strategy for stimulating economic growth in Europe. As stated in the report \"Entrepreneurship Education at School in Europe\", EE is not yet sufficiently integrated into the school curricula in European countries.
In the last few years the Italian school system has undergone a profound revolution. This paper analyses how European policies on entrepreneurship education have been taken into account in this reform process within the tourism school sector.
Moreover, a blended learning model is presented which was developed within the framework of the EU project \"I can ... I can not ... I go! \"Rev. 2 co-financed by the EU under the LLP programme.
The model is based on a serious game and was designed in order to foster the integration of EE into curricular activities. (literal)
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