Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games
Entrepreneurship constitutes a significant indicator of the economic and cultural growth of societies and thus, the development of an entrepreneurial culture receives increased attention. School-based education can significantly contribute toward this direction, starting from young people, since ski...
| Main Authors: | , |
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| Format: | Book Chapter |
| Published: |
2014
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| Online Access: | http://hdl.handle.net/20.500.11937/42358 |
| _version_ | 1848756398048935936 |
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| author | Panoutsopoulos, H. Sampson, Demetrios |
| author_facet | Panoutsopoulos, H. Sampson, Demetrios |
| author_sort | Panoutsopoulos, H. |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | Entrepreneurship constitutes a significant indicator of the economic and cultural growth of societies and thus, the development of an entrepreneurial culture receives increased attention. School-based education can significantly contribute toward this direction, starting from young people, since skills and attitudes begin to develop from an early age. Digital games offer authentic and meaningful environments, where users can get involved in continuous practice in virtual spaces where actions have no real-life consequences. However, in order to provide evidence of the effectiveness of digital games, when used in the context of school entrepreneurship education, we need rigorous evaluation methods. Existing efforts have mostly adopted outcomes-based evaluation approaches with very few research studies attempting to systematically focus on the characteristics and affordances of digital games. Within this context, the aim of this book chapter is to (a) analytically describe the role of digital games as tools for supporting school entrepreneurship education and (b) propose a framework for evaluating the effectiveness of digital games in the specific domain of application. |
| first_indexed | 2025-11-14T09:11:34Z |
| format | Book Chapter |
| id | curtin-20.500.11937-42358 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T09:11:34Z |
| publishDate | 2014 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-423582017-09-13T14:25:25Z Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games Panoutsopoulos, H. Sampson, Demetrios Entrepreneurship constitutes a significant indicator of the economic and cultural growth of societies and thus, the development of an entrepreneurial culture receives increased attention. School-based education can significantly contribute toward this direction, starting from young people, since skills and attitudes begin to develop from an early age. Digital games offer authentic and meaningful environments, where users can get involved in continuous practice in virtual spaces where actions have no real-life consequences. However, in order to provide evidence of the effectiveness of digital games, when used in the context of school entrepreneurship education, we need rigorous evaluation methods. Existing efforts have mostly adopted outcomes-based evaluation approaches with very few research studies attempting to systematically focus on the characteristics and affordances of digital games. Within this context, the aim of this book chapter is to (a) analytically describe the role of digital games as tools for supporting school entrepreneurship education and (b) propose a framework for evaluating the effectiveness of digital games in the specific domain of application. 2014 Book Chapter http://hdl.handle.net/20.500.11937/42358 10.1007/978-3-319-02264-2_13 restricted |
| spellingShingle | Panoutsopoulos, H. Sampson, Demetrios Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games |
| title | Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games |
| title_full | Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games |
| title_fullStr | Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games |
| title_full_unstemmed | Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games |
| title_short | Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games |
| title_sort | digital game-based learning in the context of school entrepreneurship education: proposing a framework for evaluating the effectiveness of digital games |
| url | http://hdl.handle.net/20.500.11937/42358 |