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Review article

Gamification in entrepreneurial teaching

Dora Ljubišić orcid id orcid.org/0000-0002-4434-5065 ; Private Grammar School and Economic School Katarina Zrinski, Zagreb, Croatia
Sanja Španić orcid id orcid.org/0000-0002-5676-1760 ; Private Grammar School and Economic School Katarina Zrinski, Zagreb, Croatia


Full text: croatian pdf 297 Kb

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Full text: english pdf 297 Kb

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Abstract

This paper deals with the introduction of gamification into the teaching process with a particular focus on teaching in the field of entrepreneurship with a view to increasing the motivation and skills development in present-day students. In the 21st century, gamification has become a popular teaching method and the experience shows that it is connected with many strengths and weaknesses. The success of gamification as a teaching method lies in its ability to create enthusiasm (“flow”) in the learning process which, in turn, leads to higher levels of motivation and ultimately success. In order to teach entrepreneurship to students in all age groups, the paper suggests using simulation games, since they enable learning in real-life situations without taking actual risks. As an example of gamification teaching in the field of business, this paper presents the practice of using virtual companies as a learning tool in vocational schools in Croatia, as well as the Kesh Up project. Finally, we provide a set of guidelines for the introduction of gamification elements in the teaching process in the field of entrepreneurship. Within the context of the existing curriculum, these guidelines will help by increasing the level of interest among students, enabling them to achieve the desired outcomes and preparing young people for the 21st-century business environment.

Keywords

education; entrepreneurship; gamification; training firms; computer games

Hrčak ID:

213875

URI

https://hrcak.srce.hr/213875

Publication date:

21.12.2018.

Article data in other languages: croatian

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