game based approaches (gamification) in entrepreneurship education
TRANSCRIPT
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How game based approaches can increase interest and impact within
entrepreneurship education?Rajiv Vaid Basaiawmoit, Ph.D., MBA
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Problem with Entrepreneurship EducationEEd faces a two-pronged challenge:1) To avoid students’ disillusionment about the education process and their biased view about entrepreneurship, which mostly emanates from popular media representation; 2) To simulate an entrepreneurial identity or
process within the safety of classroom, yet with enough real-world implications or learning.
© Rajiv Vaid Basaiawmoit
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Ideal teaching scenarios…
Learning about entrepreneurship on a need to know basis!
Learning through an entrepreneurial process
Providing a ”Near-Entrepreneurial” Experience
© Rajiv Vaid Basaiawmoit
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THE DISTANT ROLE-MODEL
© Rajiv Vaid Basaiawmoit
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Entrepreneruship as a career choice
“If entrepreneurship is not activated as a possible self among students, it is unlikely that
they will point their motivation, energy, behaviour, and engagement in that direction” –
Claus Thrane & Rajiv Vaid Basaiawmoit, 2015
© Rajiv Vaid Basaiawmoit
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Who am I?” “Where am I going?” “Who would I like to become?” “Who can I become?”
Entrepreneur
EngineerProfessor
Judge
© Rajiv Vaid Basaiawmoit
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ENTREPRENEURSHIP(leading definition)
• “Entrepreneurship involves the nexus of two phenomena: the presence of lucrative opportunities and the presence of enterprising individuals” - Shane & Venkataraman, 2000
Thus, a method that can be learnt and thus taught
© Rajiv Vaid Basaiawmoit
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Possible selves and entrepreneurial identities
• Entrepreneurship involves a process of identity construction or identity transition (Hoang & Gimeno 2010; Farmer 2009; Navis & Glynn 2011).
• Individuals experiment or play with possible selves to create new identities through self-narratives (Ibarra
& Petriglieri 2010; Ibarra & Barbulescu 2010) .
© Rajiv Vaid Basaiawmoit
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THE POWER OF NARRATIVE
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Entrepreneurial self narratives
• “Narratives should represent an authentic, coherent, purposeful, imagery, and plausible story as close and true to life as possible.
• Legitimacy, and audience participation are important features of the validation of self-narratives in an identity transition.”
– Claus Thrane & Rajiv Basaiawmoit, 2015
© Rajiv Vaid Basaiawmoit
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The challenge however…
• Within the realm of entrepreneurship, the authenticity, coherence, and legitimacy of the entrepreneurial self-narratives is highly complex.
• Students need a framework to discern what constitutes a credible entrepreneurial role in their role- or identity- prototyping as well as a coherent entrepreneurial narrative related to an entrepreneurial process.
© Rajiv Vaid Basaiawmoit
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ENTER GAMIFICATION
“Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems” – Sebastian Deterding, 2011
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Enter ESHIP: Navigating Uncertainty
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GAME SETUP
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THANK YOU