Game-based entrepreneurship education 1 (Q2100964): Difference between revisions

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(‎Created claim: summary (P836): It has been demonstrated in international and national contexts that gaming elements in entrepreneurship education have an impact on the entrepreneurial skills of the participants and the intention to start a new business positively. This insight will make use of the project to create a broad anchoring of play-based teaching in the entrepreneurial field in the Danish business community. The project will provide experts and advisers to 20 busines...)
(‎Added [en] label: Game-based entrepreneurship education 1)
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Game-based entrepreneurship education 1

Revision as of 12:54, 9 March 2020

Project in Denmark financed by DG Regio
Language Label Description Also known as
English
Game-based entrepreneurship education 1
Project in Denmark financed by DG Regio

    Statements

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    3,600,000.0 Danish krone
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    468,000.0 Euro
    16 January 2020
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    7,200,000.0 Danish krone
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    936,000.0 Euro
    13 January 2020
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    50.0 percent
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    30 August 2019
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    31 December 2021
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    Zealand Sjællands Erhvervsakademi S/I
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    55°27'13.7"N, 12°10'52.3"E
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    4600
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    Det er påvist i international og national kontekst at spilelementer i iværksætteriundervisning påvirker deltagernes iværksætterikompetencer og intention om at starte en ny virksomhed positivt. Denne indsigt vil projektet udnytte til at skabe en bred forankring af spilbaseret undervisning på iværksætteriområdet i den danske erhvervsakademisektor. Projektet vil stille eksperter og rådgivere til rådighed for 20 erhvervsakademiundervisere der skal udvikle 10 spilbaserede iværksætteriundervisningsforløb for tilsammen minimum 500 studerende. De studerende vil efterfølgende starte minimum 25 nye virksomheder og 80% af de studerende vil forbedre deres iværksætterikompetencer, målt via start- og slutskemaer via OctoSkills og OctoDash.Projektet har et tilknyttet ekspertpanel bestående af forskere og praktikere inden for spilbaseret undervisning og iværksætteriundervisning samt iværksættere. De skal sammen med en række rådgivere hjælpe underviserne med at udvikle og gennemføre de bedst mulige forløb.De 10 forløb vil efterfølgende gøres tilgængelige i umiddelbart anvendelig form for den brede offentlighed i Danmark, specifikt med henblik på, at andre erhvervsakademier (Danish)
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    It has been demonstrated in international and national contexts that gaming elements in entrepreneurship education have an impact on the entrepreneurial skills of the participants and the intention to start a new business positively. This insight will make use of the project to create a broad anchoring of play-based teaching in the entrepreneurial field in the Danish business community. The project will provide experts and advisers to 20 business teachers to develop 10 gambl-based entrepreneurial learning pathways for a minimum of 500 students. The students will then start at least 25 new businesses and 80 % of the students will improve their entrepreneurial skills, measured through the start and end forms via the OctoSkills and OctoDash.Project has a related expert panel of researchers and practitioners in the field of play-based teaching and entrepreneurial education and entrepreneurs. Together with a number of advisors, they will help teachers to develop and implement the best possible ones. the 10 will then be made available in direct usable form to the general public in Denmark, specifically with a view to other business academies; (English)
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    Identifiers

    205
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