Advancing Entrepreneurship Competences in Higher Education: A Systematic Literature Review of Game-Based Learning Applications

  • Casau M
  • Dias M
  • Amorim M
  • et al.
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Abstract

The intersections of entrepreneurship education and game-based learning (GBL) have attracted substantial scholarly attention in recent years. This increased interest is triggered by the indispensable role of entrepreneurship in stimulating economic expansion, generating employment opportunities, and fostering innovation. Consequently, researchers have started exploring the possible applications of GBL in expanding entrepreneurial abilities among students and recent graduates. Entrepreneurship education, increasingly considered as an essential part of higher education, equips students with the requisite competencies to thrive in the dynamic business environment. While conventional teaching methods prevail in numerous entrepreneurship education programs, the effectiveness of GBL in teaching entrepreneurship competences is becoming increasingly recognized. Moreover, emerging research evidence indicates that the advantages of this pedagogical approach may extend beyond mere knowledge enhancement. Specifically, engagement with particular types of games could potentially cultivate problem-solving skills, aiding players in dissecting complex challenges into manageable sub-tasks, and fostering the development of superior communication skills—vital in successful collaborations and entrepreneurial projects. These discoveries underscore the necessity of comprehending the allure of various game formats to us, as educators, in our quest to deliver not only practical and successful entrepreneurial training, but also enjoyable learning experiences. Therefore, this systematic review endeavors to scrutinize the existing body of literature concerning the use of GBL strategies in higher education for the advancement of entrepreneurship competences.

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CITATION STYLE

APA

Casau, M., Dias, M. F., Amorim, M., & Bratitsis, T. (2023). Advancing Entrepreneurship Competences in Higher Education: A Systematic Literature Review of Game-Based Learning Applications. Creative Education, 14(13), 2703–2720. https://doi.org/10.4236/ce.2023.1413172

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