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Use case: How gamification can facilitate entrepreneurship education

Use case: How gamification can facilitate entrepreneurship education

Many mistakenly confuse gamification with playing online games, usually gaming. And while there is an apparent overlap between the two, educators should clearly understand the difference. While one can distract the learning process, the other may actually facilitate it.

What is gamification?

Gamification adds game mechanics into nongame environments (Deterding, Sicart, Nacke O’Hara & Dixon, 2011). Education is, for example, an environment that could tremendously benefit from it.

Unfortunately, nowadays, learning is quite often perceived as a tedious activity. As a result, many students, regardless of their age, try to avoid it, postpone any related action and experience negative consequences expressed in many forms (poor grades, lacking knowledge and skills, fewer employment opportunities, etc.).

However – implementing gamification as a learning strategy can lead to outstanding results. In today’s blog, we will explore a use case where this novel concept was introduced into entrepreneurship education.

The project ISGEE – Implementing Serious Games in Entrepreneurship Education 

Funded by Erasmus plus program, this international project was launched by 6 European partners. They developed and launched a serious game, Entrepoly, to develop entrepreneurship and digital competencies in higher education. The rationale behind the project was very straightforward – how to keep the motivation and engagement of students high throughout the whole learning process. The key result is a unique online game, used mainly for education and which enables teachers to change the content and tailor it to their classes and students.

Before going into more detail, let’s explore the term »serious games. « Serious games are video games aimed at problem-solving rather than entertainment. They use the same media as video games aimed at recreational play. However, serious games can help learners better understand a specific topic and sustain the acquisition of complex competencies (Bruno Pilote, Gilles Chiniara, in Clinical Simulation, 2nd Edition, 2019).

Serious games are a new learning medium with a particular interest in simulation. While they are not a simulation modality per se, they are a way to conceive a simulation activity by emphasizing the educational value of play. Serious games can apply as much to immersive simulation (especially VR) as to procedural simulation.     

In other words – one can experience challenges in various professional roles and industries and test his/hers problems solving capabilities. When successful, the student is rewarded, while he can monitor the progress of fellow peers.

Entropy in details – how it works and why it’s unique

Entrepoly offers different classroom environments. Its content is modular and can be adapted.

The core of the games are venues called “houses” (Casino House, Creativity House, Break-even point house, Start-up house).

Each is designed for students to improve different entrepreneurial competencies. Teachers can choose from these houses, construct their own “scenarios,” and modify the content of it.

Players (students) thus can practice creativity, risk-taking, business thinking, and idea generation.

During the learning process, they earn virtual, which can be the basis for evaluation and competition.

Want to try out the game?

Since Entrepoly is developed with EU funds, it is entirely free. Therefore, educators are invited to join the fun and use it to enrich their lectures further. Remember that students are reached via educators, who act as players, instructors, o even evaluators.

See the demo version, get more details, or enroll >>CLICK


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Kristjan Zemljič


Junior MBA is an Erasmus+ project