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    Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Games

    Access Status
    Fulltext not available
    Authors
    Panoutsopoulos, H.
    Sampson, Demetrios
    Date
    2014
    Type
    Book Chapter
    
    Metadata
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    Citation
    Panoutsopoulos, H. and Sampson, D. 2014. Digital Game-Based Learning in the Context of School Entrepreneurship Education: Proposing a Framework for Evaluating the Effectiveness of Digital Gamesin Sampson, D. et al (ed), Digital Systems for Open Access to Formal and Informal Learning, pp. 195-212. Switzerland: Springer.
    Source Title
    Digital Systems for Open Access to Formal and Informal Learning
    DOI
    10.1007/978-3-319-02264-2_13
    ISBN
    9783319022635
    School
    School of Education
    URI
    http://hdl.handle.net/20.500.11937/42358
    Collection
    • Curtin Research Publications
    Abstract

    Entrepreneurship constitutes a significant indicator of the economic and cultural growth of societies and thus, the development of an entrepreneurial culture receives increased attention. School-based education can significantly contribute toward this direction, starting from young people, since skills and attitudes begin to develop from an early age. Digital games offer authentic and meaningful environments, where users can get involved in continuous practice in virtual spaces where actions have no real-life consequences. However, in order to provide evidence of the effectiveness of digital games, when used in the context of school entrepreneurship education, we need rigorous evaluation methods. Existing efforts have mostly adopted outcomes-based evaluation approaches with very few research studies attempting to systematically focus on the characteristics and affordances of digital games. Within this context, the aim of this book chapter is to (a) analytically describe the role of digital games as tools for supporting school entrepreneurship education and (b) propose a framework for evaluating the effectiveness of digital games in the specific domain of application.

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