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Digital Library Directory > The Future of Education 6th Edition 2016
The Future of Education 6th Edition 2016

Sustainable Entrepreneurship (SUSEN): A Game-Based Exploration for Secondary Schools

Sandra Hägele; Julia Graß; Günther Seeber

Abstract

SUSEN’s main goal is the development of a game-based learning tool to enhance Entrepreneurship Education. By creating an innovative student-centred classroom game for lower secondary schools, the tool combines typical features of strategic games, such as team-oriented problem-solving by facing uncertainties in a competitive environment, with elements of service learning. Service learning is a method of teaching that emphasizes critical thinking and personal reflection while encouraging a heightened sense of community, civic engagement and personal responsibility. Another learning goal is the acquisition of entrepreneurial skills. As a whole, the game “Power Player” raises awareness for sustainability issues, both in a general sense and in connection with economic activities. Therefore, the learning tool combines aims of Entrepreneurship Education and Education for Sustainable Development with various other educational goals.

Participating students will go outside, meet the needs of their community concerning energy, and explore strategies of regional energy providers. This strategy game challenges the students to adopt the roles of companies and make entrepreneurial decisions considering both economic issues and sustainability.

In addition to the classroom game, a teacher training workshop will be offered that will enable teachers to use the game effectively with their students. At the current stage of the project, the game itself is being piloted and the pilot evaluation is underway. The teacher training will also be piloted at a later stage. The feedback from these pilots will help in finalising the teacher training and the game itself. Both will be available online for free beyond the end of the project. The game is complemented by a useful online companion supporting the students' gaming and learning process. Furthermore, the project team provides additional teaching materials that can be used to prepare the relevant topics.

The oral presentation is going to include information about the game itself, including the game materials, and an illustration of the game rules and the implementation of the game in class. In addition, the presentation will give hints on how to use the project website with the online companion and further teaching materials.


Publication date: 2016/07/01
ISBN: 978-88-6292-620-1
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