Digital games for entrepreneurial learning, innovation and creativity: examples and evaluation criteria

Panagiotis Tragazikis, Sotiris Kirginas, D. Gouscos
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引用次数: 3

Abstract

This paper introduces a some good examples of digital games freely available on the web that can be used as educational tools supporting entrepreneurship, innovation and creativity skills b an evaluation framework for identifying such examples. To this end, in the first part of the paper, indicative examples are provided for digital games purposed for entertainment and/or learning, drawn from the broad array of online available business games. In the second part of the paper, the examples provided are evaluated along three dimensions: a generic dimension related to digital-games based learning (DGBL) aspects; and two more specific dimensions, focused on the innovation/creativity and entrepreneurship skills that can be encouraged (and gradually exercised and learnt) through gameplay. The final objective of this evaluation is twofold: firstly, to locate similarities, differences, strengths and weaknesses of the games currently available, that can help identify specific needs for digital games-based entrepreneurial learning material; and secondly, to provide a set of findings and issues that need to be considered while developing (or repurposing) digital games for entrepreneurial learning.
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企业家学习、创新和创造的数字游戏:例子和评价标准
本文介绍了一些在网络上免费提供的数字游戏的好例子,这些游戏可以作为支持创业、创新和创造技能的教育工具,并通过评估框架来确定这些例子。为此,在本文的第一部分中,我们从广泛的在线商业游戏中抽取了一些用于娱乐和/或学习的数字游戏的例子。在论文的第二部分,我们将从三个维度对所提供的例子进行评估:与基于数字游戏的学习(DGBL)方面相关的一般维度;还有两个更具体的维度,专注于创新/创造力和创业技能,这些技能可以通过游戏玩法得到鼓励(并逐渐得到锻炼和学习)。这项评估的最终目标有两个:首先,找出现有游戏的异同、优势和劣势,这有助于确定对基于数字游戏的创业学习材料的具体需求;其次,提供一系列在为创业学习开发(或重新利用)数字游戏时需要考虑的发现和问题。
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