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    Business simulation games as digital tools for supporting school entrepreneurship education

    Access Status
    Fulltext not available
    Authors
    Panoutsopoulos, H.
    Lykourentzou, M.
    Sampson, Demetrios
    Date
    2011
    Type
    Conference Paper
    
    Metadata
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    Citation
    Panoutsopoulos, H. and Lykourentzou, M. and Sampson, D. 2011. Business simulation games as digital tools for supporting school entrepreneurship education, in Proceedings of the 2011 11th IEEE International Conference on Advanced Learning Technologies (ICALT 2011), Jul 6-8 2011, pp. 155-156. Athens: IEEE.
    Source Title
    Proceedings of the 2011 11th IEEE International Conference on Advanced Learning Technologies, ICALT 2011
    DOI
    10.1109/ICALT.2011.51
    ISBN
    9780769543468
    School
    School of Education
    URI
    http://hdl.handle.net/20.500.11937/23658
    Collection
    • Curtin Research Publications
    Abstract

    During the last few years there has been considerable interest for digital game-based learning. This interest can be attributed to the increased popularity of digital games among school students, as well as to their potential as effective learning environments for collaborative learning-by-doing activities. On the other hand, fostering entrepreneurial mindsets through teaching and learning has been a key priority for entrepreneurship education in Europe. The aim of this paper is to study the potential use of a commercial business simulation digital game, namely "Sims 2 - Open for business", in school entrepreneurship education drawing links with standard curriculum math teaching. © 2011 IEEE.

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