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Digital serious gaming for entrepreneurial education (Primary Education)

ENTREPRENEURSHIP

DIGITAL SERIOUS GAMING FOR ENTREPRENEURIAL EDUCATION (Primary Education)

METHODOLOGY

Entrepreneurship education prepares people to be responsible and enterprising individuals. It helps people develop the skills, knowledge, and attitudes necessary to achieve the goals they set out for themselves. Evidence also shows that people with entrepreneurial education are more employable (European Commission).

To reach the goal of implementing Entrepreneurship Education (EE), the European education systems need to rethink education.

Teachers and students across Europe require a school environment where the ability to turn ideas into action, collab­orative learning, creativity and problem solving are highly encouraged.

Considering that traditional approaches to teaching and learning are inadequate for 21st century education of young students, this Course provides an overview of the EN.GA.G.E. methodology designed to generate entrepreneurial fluency among teachers and support students’ acquisition of entrepreneurial competencies.

The training methodology deals with the design and implementation of Game-Based Learning (GBL) activities in the classroom aimed to support learners enhance skills and knowledge that are crucial for the development of an entrepreneurial mindset.

The Course is addressed to Teachers of Primary Schools interested in exploring the benefits of EE and fostering the entrepreneurial transversal skills and entrepreneurial culture with the help of digital games.

Participants will become familiar with the rational, training methodology and results developed by the partners of the ERASMUS+ project  “EN.GA.G.E.”

LEARNING OUTCOMES

The framework for this Course intends to provide participants with the skills and competencies needed to apply the GBL approach  to EE.

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

Considering the impact of new technologies and digital games on youngsters, participants will be trained on how to use new technologies for promoting the acquisition and development of entrepreneurial competencies.

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;
  • Designing learning scenarios for the introduction of GBL activities;
  • Evaluation of entrepreneurial competencies in GBL activities.

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 entrepreneurial competencies and benefits of the GBL approach.

DAY 2

Entrepreneurship and Entrepreneurship Education: presentation of the Entrepreneurship Competence Framework (EntreComp) and Introduction to the Research on game-based entrepreneurial learning methodologies in Europe developed under the framework of the EN.GA.G.E. Project.

DAY 3

Presentation of good practices in EE Workshop: Thinking outside the box – How to design entrepreneurship lesson plans.

DAY 4

Introduction to the main features and benefits of the GBL Let’s play! – Testing and assessment digital education games for entrepreneurship.

DAY 5

Using educational games for promoting EE: how to use a digital educational game and elaborate an evaluation framework for the games assessment – 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 Recyclock Party, the digital game for Primary Schools developed under the framework of the EN.GA.G.E: Project.

DAY 9

Let’s play! – Testing and assessment of My Top, the digital game for Secondary Schools developed under framework of the EN.GA.G.E. Project.

DAY 10

Designing learning scenarios for introducing the GBL activities into the school curricula.

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.

Venue

Resources

The Erasmus+ project ENtrepreneurial GAmes for Growing Europeans – EN.GA.G.E contributes to rethink education by fostering the entrepreneurial transversal skills and entrepreneurial culture with the help of digital games.

For more information visit www.engagegame.eu

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