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Digital serious games for entrepreneurial education (Secondary Education)

biz4fun

ENTREPRENEURSHIP

DIGITAL SERIOUS GAMES ENTREPRENEURIAL EDUCATION (Secondary Education)

METHODOLOGY

The Course focuses on the methodology developed under the framework of the EU funded project Biz4Fun aimed to increase the competitiveness of young, mostly unexperienced people, and facilitate their integration in the labour market.

In the framework of the project, a serious game called Biz4Fun 3D Virtual World and Social Game has been designed to support young practitioners through the learning topics and skills most needed to establish and manage a business company.

The training methodology deals with the use of open educational resources (OER) and serious games as an educational approach to creating and managing start-ups.

The Course is primary addressed to teachers of Secondary Schools and VET educators keen on:

  • Exploring the use and advantages of using serious games
  • stimulating entrepreneurship in VET education through serious games
  • making use of OER-based coursesfor supporting learners’ entrepreneurial competences

Participants will become familiar with the rationale, training methodology and results developed by the partners of the ERASMUS+ project Biz4Fun.

LEARNING OUTCOMES

The Course intends to provide participants with the skills and competencies needed to use serious games as an educational approach to acquire entrepreneurial competencies needed to run a business and be a successful entrepreneur.

The Course aims to improve the digital skills of teachers, supporting them to use an innovative learning approach derived from the use of serious games.

Considering the impact of new technologies and digital games on youngsters, participants will be trained on how to use innovative resources (OERs) and tools (serious games) for promoting the skills and competencies required to succeed as an entrepreneur.

The main learning outcomes are:

  • Entrepreneurial competencies;
  • Entrecomp: towards a shared definition of entrepreneurship as a competence;
  • Serious games: the relevance of Serious Game for effectively teaching innovation processes;
  • GBL approach
  • Open Educational resources (OERs);
  • Using OERS for supporting the acquisition of entrepreneurial competencies;
  • Assessment.

PROGRAMME

All our courses are offered in a basic (6 days – 20 hours) or advanced edition (12 days – 40 hours).

BASIC COURSE

DAY 1

Welcome, getting to know each other, introduction to entrepreneurship and serious games.

DAY 2

Entrepreneurship and Entrepreneurial Education: presentation of the Entrepreneurship Competence Framework (EntreComp) and Introduction to the Course Curriculum and Learning Scenarios developed under the framework of the Biz4Fun Project.

DAY 3

Introduction to the OERs used in the online platform Biz4Fun 3D Virtual world and social game.

Workshop: Thinking outside the box – How to design entrepreneurship lesson plans using OERs

DAY 4

Introduction to the main features and educational benefits of integrating serious games in VET.

DAY 5

Presentation of Good practices  – Groupwork.

DAY 6

Free (departure of participants attending the basic course).

ADVANCED COURSE

DAY 7

Guided tour of Umbrian medieval villages and natural sites.

DAY 8

Let’s play! – Testing and assessment of the Biz4Fun 3D Virtual world and social game.

DAY 10

Designing learning scenarios for integrating serious games in VET.

DAY 11

Game-based learning and EE: how to get funds from the EU. Presentation of programmes and case studies.  Evaluation and Certificates. Firewall party.

DAY 12

Departure of participants.

biz4fun

Venue

Resources

The Erasmus+ project Let’s have fun with the business start-up – Biz4Fun intends strengthening key competencies in VET with the support of serious games.

For more information visit www.biz4fun.eu

biz4fun