http://www.cnr.it/ontology/cnr/individuo/prodotto/ID294001
A gamified collaborative course in entrepreneurship: Focus on objectives and tools (Articolo in rivista)
- Type
- Label
- A gamified collaborative course in entrepreneurship: Focus on objectives and tools (Articolo in rivista) (literal)
- Anno
- 2014-01-01T00:00:00+01:00 (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#doi
- 10.1016/j.chb.2014.11.082 (literal)
- Alternative label
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#autori
- Antonaci A.; Dagnino F.M.; Ott M.; Bellotti F.; Berta R.; De Gloria A.; Lavagnino E.; Romero M.; Usart M.; Mayer I. (literal)
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#url
- http://www.scopus.com/inward/record.url?eid=2-s2.0-84919483349&partnerID=q2rCbXpz (literal)
- Rivista
- Note
- Http://www.cnr.it/ontology/cnr/pubblicazioni.owl#affiliazioni
- Institute for Education Technology of Italian National Research Council (ITD-CNR), Via De Marini 6, 16149 Genova, Italy; DITEN-University of Genoa, Italy; Ramon Llull University, ESADE Business School, Barcelona, Spain; TU Delft, The Netherlands (literal)
- Titolo
- A gamified collaborative course in entrepreneurship: Focus on objectives and tools (literal)
- Abstract
- The paper deals with the hot issue of entrepreneurship education and describes the rationale behind the gamified and collaborative courses for university students conceived, developed and deployed in the framework of the eSG (stimulating entrepreneurship through Serious Games) project, funded under the EU lifelong learning (LLP) Programme. The project aims to help students becoming familiar, mainly through practice, with basic concepts of entrepreneurship and company management and to stimulate the emergence of their entrepreneurial attitudes. In the framework of the project specific courses mainly grounded on the concepts of gamification and collaboration were designed and carried out in three different partner countries: Italy, Spain and the Netherlands. The main objectives of the courses are presented in this paper and a theoretical model supporting the choice of Serious Games is shown which keeps into account usability, pedagogy and the entrepreneurship skills expressed by state of the art models. (literal)
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