Forming an entrepreneurial mindset among k-12 pupils through business simulation games
Fragment książki (Materiały konferencyjne)
MNiSW
15
WOS
Status: | |
Autorzy: | Miłosz Marek, Miłosz Elżbieta, Juszczyk Marta |
Dyscypliny: | |
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Wersja dokumentu: | Drukowana | Elektroniczna |
Arkusze wydawnicze: | 0,5 |
Język: | angielski |
Strony: | 1891 - 1894 |
Web of Science® Times Cited: | 0 |
Bazy: | Web of Science |
Efekt badań statutowych | NIE |
Materiał konferencyjny: | TAK |
Nazwa konferencji: | 10th International Conference of Education, Research and Innovation |
Skrócona nazwa konferencji: | ICERI 2017 |
URL serii konferencji: | LINK |
Termin konferencji: | 16 listopada 2017 do 18 listopada 2017 |
Miasto konferencji: | Seville |
Państwo konferencji: | HISZPANIA |
Publikacja OA: | NIE |
Abstrakty: | angielski |
Business simulation games are a very popular type of serious games. They provide the opportunity to carry out entrepreneurial exercises without any business risks. The game puts a player in a particular business situation using mathematical models and appropriate software. This software, and especially its interfaces, are similar to that used in real business. The article defines the list of characteristics and areas of entrepreneurship, as well as the results of the analysis of their subjective increase. During the Lublin Science Festival 2017 at the Lublin University of Technology, entrepreneurship education workshops were held with the use of a business simulation game to organise a competition. K-12 pupils took part in these workshops. They played a competitive group business game that used a computer network as a technical base. In this game students have their own virtual service company and compete in a common and limited market. The article presents the results of questionnaire surveys conducted among the participants of the competition. Respondents (K-12 pupils) pointed to the positive aspects of serious games as an educational tool, mainly by providing an interesting way to learn, applying theoretical knowledge in practice, the development of thinking and team working, and increasing the skill of fast adaptation to different requirements. The K-12 pupils pointed to the subjective impact of the game on their entrepreneurial attitude in different areas. This has also been noted in the paper |