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Record W4387703199 · doi:10.34190/ecgbl.17.1.1599

Game design as reflective pedagogy in entrepreneurship education

2023· article· en· W4387703199 on OpenAlexaffabout
Wilian Gatti, Beaumie Kim, Laleh Behjat, Emily Marasco, Marjan Eggermont

Bibliographic record

VenueEuropean Conference on Games Based Learning · 2023
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsUniversity of CalgaryAmbrose University
Fundersnot available
KeywordsConstruct (python library)EntrepreneurshipNegotiationGrounded theoryGame designConversationAmbiguityGame mechanicsDesign thinkingMeaning (existential)Sociocultural evolutionProcess (computing)Computer scienceKnowledge managementSociologyMathematics educationPedagogyPsychologyQualitative researchHuman–computer interactionPolitical science

Abstract

fetched live from OpenAlex

The relationship between business education and games, primarily simulation games, dates to the 1930s in Europe and the 1950s in the US and continues to grow today. These games are often used to teach action-oriented disciplines, such as marketing, strategy, and entrepreneurship, providing situations in which decision-making under risky circumstances can be practiced. Our research shifts the focus from playing games to designing them for learning. Our game design activity brings the ambiguity and uncertainty from the entrepreneurial environment into the classroom, where risks can be taken, and failure is part of the experience. Students dive into an iterative design process grounded in inquiries and investigations. This requires communication and negotiation skills, aiming to construct dynamic business representations in constant conversation with the situation. Although students' lack of professional experience and game design knowledge poses challenges, the design activity uncovers many learning possibilities and discoveries. Our pedagogical approach attempts to embrace constructionists’ learning characteristics by using a board game to mediate the design process, besides the gameplay. Students' designs should not only reflect their problem-solving experiences, identities, and understandings, but also construct meaning through conceptualizing business interpretations as game elements, mechanics, and rules. Through observations in university classroom settings (Canada, France, and Brazil), we present examples of students' game designs and how they interpreted entrepreneurial challenges through their designs. By employing design thinking to create conceptual representations in a meaningful game, they showed their understanding of entrepreneurship, worldviews, and contextual knowledge grounded in their sociocultural contexts. A board game became a tool that embodied design possibilities based on low-cost resources and was used in classrooms without computers, internet access, or other technical devices. A board game provides an inclusive and immersive learning experience that supports better conceptual understandings of systems, such as entrepreneurial activity. This research contributes not only to understanding the role of board games in business education (in contrast with prevalent digital simulation games) but also motivates the next generation of entrepreneurial educators to experiment with novel teaching methods.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.001
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesInsufficient payload (model declined to judge)
Consensus categoriesInsufficient payload (model declined to judge)
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.798
Threshold uncertainty score0.999

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.001
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0020.011

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.089
GPT teacher head0.405
Teacher spread0.316 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; both teacher heads agree on what is shown here.

Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2023
Admission routes2
Has abstractyes

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