Abstract
In this article, this research examines the use of a Serious Game at the end of an entrepreneurship course, following the experiential learning theory which states that learning couldn’t take place if student are unable to experiment what they are learning in class. That is especially true in an entrepreneurship course where understanding how a company works can’t be complete without trying to simulate what is like to be an entrepreneur in real life. The Serious Game makes it possible to; apply concepts acquired in class, in a virtual environment, while eliminating the risk factor. A field survey was conducted to determine the profile of students, their predispositions to use the Serious Game and the influence of the game on the engagement of students in their entrepreneurship learning. This study discusses the results obtained as well as the possibility of adopting Serious Games as a learning tool.
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Charrouf, Y., Taha Janan, M. The use of a serious game in entrepreneurship teaching. Educ Inf Technol 24, 3841–3854 (2019). https://doi.org/10.1007/s10639-019-09958-4
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DOI: https://doi.org/10.1007/s10639-019-09958-4