Virtual Simulation Games in Entrepreneurship Education : Status Quo and Prospects

dc.contributor.authorSziegat, Hongmei
dc.contributor.organizationfi=yrittäjyys |en=Entrepreneurship|
dc.contributor.organization-code1.2.246.10.2458963.20.91614305778
dc.converis.publication-id477819100
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/477819100
dc.date.accessioned2025-08-28T03:05:38Z
dc.date.available2025-08-28T03:05:38Z
dc.description.abstract<p> This study reviews the current status and future perspectives of virtual simulation games in entrepreneurship education in higher education institutions. Virtual simulation games act as digital twins to replicate real-world scenarios, which can be integrated as a part of online learning in entrepreneurship courses or digital learning resources in entrepreneurship education in higher education institutions. Virtual simulation games as digital tools for specific learning tasks or teaching methods engage students with virtual simulation learning experiences to generate improved student learning in immersive and interactive environments through the use of extended reality (XR) including virtual reality (VR), augmented reality (AR), and mixed reality (MR) in a virtual or blended learning environment. This study indicates the promising development of AI and XR applications in virtual simulation games in entrepreneurship education. It provokes discussions on the technological, pedagogical, and content design of virtual simulation games and their integration into hybrid and online models of entrepreneurship education, which has significant implications for the digital transformation and innovation of entrepreneurship education in higher education institutions. It draws attention to digital well-being and digital inclusion in virtual simulation game-based learning in entrepreneurship education in higher education institutions. <br></p>
dc.format.pagerange1099
dc.format.pagerange1106
dc.identifier.eisbn978-1-917204-20-0
dc.identifier.isbn978-1-917204-19-4
dc.identifier.issn2049-0992
dc.identifier.jour-issn2049-0992
dc.identifier.olddbid210189
dc.identifier.oldhandle10024/193216
dc.identifier.urihttps://www.utupub.fi/handle/11111/50657
dc.identifier.urlhttps://doi.org/10.34190/ecgbl.18.1.3001
dc.identifier.urnURN:NBN:fi-fe2025082788591
dc.language.isoen
dc.okm.affiliatedauthorSziegat, Hongmei
dc.okm.discipline512 Business and managementen_GB
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline512 Liiketaloustiedefi_FI
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.conferenceEuropean Conference on Games Based Learning
dc.relation.doi10.34190/ecgbl.18.1.3001
dc.relation.ispartofjournalProceedings of the European conference on games-based learning
dc.relation.volume18
dc.source.identifierhttps://www.utupub.fi/handle/10024/193216
dc.titleVirtual Simulation Games in Entrepreneurship Education : Status Quo and Prospects
dc.title.bookProceedings of the 18th European Conference on Games Based Learning
dc.year.issued2024

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