![]() ![]() 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 ( Prensky, 2001). In this article, we are interested in serious games within the context of educational practice in entrepreneurship. Deviating from a pure computer simulation are in-class role plays, serious games mediated by technology, and experiential learning where students create and run “real” ventures in the classroom. Specifically, simulations in entrepreneurship education come in a number of forms depending on their purpose for existence, and the most popular appear to be role-playing simulations and computer simulations. In this literature, scholars have described the following methods: action learning ( Leitch & Harrison, 1999), new venture role plays ( Clouse, 1990 Kelmar, 1992), serious games ( Hindle, 2002 Low, Venkataraman, & Srivatsan, 1994), the development of actual ventures ( Haines, 1988), skills-based courses ( Ulijn, Duill, & Robertson, 2004), video role plays ( Robertson & Collins, 2003), experiential learning ( Daly, 2001 Sexton & Upton, 1987), and mentoring ( Stewart & Knowles, 2003) among many others. Methods reviewed in the literature have varied extensively, have generally been descriptive, and have lacked rigorous evaluation of effectiveness ( Fayolle et al., 2016). Computer Simulations and Serious Games in Entrepreneurship EducationĮntrepreneurship education has a complicated pedagogic history that includes many innovations and much variety in teaching methods ( Pittaway & Cope, 2007b). Thus, the article concludes by highlighting the potential gaps in the current gaming landscape, the reasons for the gaps, and recommendations for educational practice and theory. By utilizing a well-established theoretical framework in our analysis of serious games in the entrepreneurship context, our work develops better understanding of the current gaming landscape in entrepreneurship education. Finally, we undertake a rigorous evaluation of a sample of these games through five case studies, with the view to highlight potential avenues for future improvements. Then, we review this method of learning by exploring existing practices and highlighting current games in the market. We then consider what specific skills and competencies games might aim to simulate and relate those back to entrepreneurial learning. ![]() ![]() Here, we introduce the concept of serious games and then consider its treatment in the entrepreneurship education literature, in terms of its role in the educational process. The article will begin by considering entrepreneurship education and the role of simulations as part of that ecosystem. All subjects Allied Health Cardiology & Cardiovascular Medicine Dentistry Emergency Medicine & Critical Care Endocrinology & Metabolism Environmental Science General Medicine Geriatrics Infectious Diseases Medico-legal Neurology Nursing Nutrition Obstetrics & Gynecology Oncology Orthopaedics & Sports Medicine Otolaryngology Palliative Medicine & Chronic Care Pediatrics Pharmacology & Toxicology Psychiatry & Psychology Public Health Pulmonary & Respiratory Medicine Radiology Research Methods & Evaluation Rheumatology Surgery Tropical Medicine Veterinary Medicine Cell Biology Clinical Biochemistry Environmental Science Life Sciences Neuroscience Pharmacology & Toxicology Biomedical Engineering Engineering & Computing Environmental Engineering Materials Science Anthropology & Archaeology Communication & Media Studies Criminology & Criminal Justice Cultural Studies Economics & Development Education Environmental Studies Ethnic Studies Family Studies Gender Studies Geography Gerontology & Aging Group Studies History Information Science Interpersonal Violence Language & Linguistics Law Management & Organization Studies Marketing & Hospitality Music Peace Studies & Conflict Resolution Philosophy Politics & International Relations Psychoanalysis Psychology & Counseling Public Administration Regional Studies Religion Research Methods & Evaluation Science & Society Studies Social Work & Social Policy Sociology Special Education Urban Studies & Planning BROWSE JOURNALS ![]()
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