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...

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Main Authors: Panoutsopoulos, H., Lykourentzou, M., Sampson, Demetrios
Format: Conference Paper
Published: 2011
Online Access:http://hdl.handle.net/20.500.11937/23658
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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.
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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