Business simulation games as digital tools for supporting school entrepreneurship education
During the last few years there has been considerable interest for digital game-based learning. This interest can be attributed to the increased popularity of digital games among school students, as well as to their potential as effective learning environments for collaborative learning-by-doing act...
| Main Authors: | , , |
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| Format: | Conference Paper |
| Published: |
2011
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| Online Access: | http://hdl.handle.net/20.500.11937/23658 |
| _version_ | 1848751211492147200 |
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| author | Panoutsopoulos, H. Lykourentzou, M. Sampson, Demetrios |
| author_facet | Panoutsopoulos, H. Lykourentzou, M. Sampson, Demetrios |
| author_sort | Panoutsopoulos, H. |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | During the last few years there has been considerable interest for digital game-based learning. This interest can be attributed to the increased popularity of digital games among school students, as well as to their potential as effective learning environments for collaborative learning-by-doing activities. On the other hand, fostering entrepreneurial mindsets through teaching and learning has been a key priority for entrepreneurship education in Europe. The aim of this paper is to study the potential use of a commercial business simulation digital game, namely "Sims 2 - Open for business", in school entrepreneurship education drawing links with standard curriculum math teaching. © 2011 IEEE. |
| first_indexed | 2025-11-14T07:49:07Z |
| format | Conference Paper |
| id | curtin-20.500.11937-23658 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T07:49:07Z |
| publishDate | 2011 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-236582017-09-13T13:59:40Z Business simulation games as digital tools for supporting school entrepreneurship education Panoutsopoulos, H. Lykourentzou, M. Sampson, Demetrios During the last few years there has been considerable interest for digital game-based learning. This interest can be attributed to the increased popularity of digital games among school students, as well as to their potential as effective learning environments for collaborative learning-by-doing activities. On the other hand, fostering entrepreneurial mindsets through teaching and learning has been a key priority for entrepreneurship education in Europe. The aim of this paper is to study the potential use of a commercial business simulation digital game, namely "Sims 2 - Open for business", in school entrepreneurship education drawing links with standard curriculum math teaching. © 2011 IEEE. 2011 Conference Paper http://hdl.handle.net/20.500.11937/23658 10.1109/ICALT.2011.51 restricted |
| spellingShingle | Panoutsopoulos, H. Lykourentzou, M. Sampson, Demetrios Business simulation games as digital tools for supporting school entrepreneurship education |
| title | Business simulation games as digital tools for supporting school entrepreneurship education |
| title_full | Business simulation games as digital tools for supporting school entrepreneurship education |
| title_fullStr | Business simulation games as digital tools for supporting school entrepreneurship education |
| title_full_unstemmed | Business simulation games as digital tools for supporting school entrepreneurship education |
| title_short | Business simulation games as digital tools for supporting school entrepreneurship education |
| title_sort | business simulation games as digital tools for supporting school entrepreneurship education |
| url | http://hdl.handle.net/20.500.11937/23658 |