We are looking for
The European Union as well as the European Society for Engineering Education (SEFI) argue that entrepreneurship is one of the 8 generic 21st century skills required for all graduates. In thisPhD research proposal, we are in particular interested in the influence of educational games and simulations on two exemplary entrepreneurial skills:
1. opportunity recognition and
2. entrepreneurial decision-making.
The game industry has grown rapidly in recent years, also in the field of serious games for entrepreneurship (e.g. GoVenture, SimVenture, VC Game). These can be defined as computer-based learning simulations that engage players in realistic activities designed to increase knowledge, improve skills, and enable positive learning outcomes. Although there is much attention to educational games and simulations in entrepreneurship education practice, the subject is under researched. The studies that have been conducted show that most games serve a very narrow niche of “small business management for undergraduate students”, leaving many opportunities for addressing more generic entrepreneurial skills like opportunity recognition and decision-making. At the same time, while there have been previous studies on important entrepreneurial skills like opportunity recognition and decision-making, there are very few dated papers directly addressing these skills in relation to simulations and games. Many fundamental questions like to what extent are these skills subject to learning and to development in game/simulation environments, what are design principles to do so and how can these games/simulations be further embedded in entrepreneurship education curricula are still open.
Therefore, the overall aim of the proposal is to design, validate, implement, and evaluate educational games and simulations (i.e. gamification principles) to stimulate students’ learning of opportunity recognition and entrepreneurial decision-making. After designing and prototyping the game elements, their effects will be tested on students’ learning, motivation and satisfaction.