Social SeducementEmpowering Social Economy Entrepreneurship. The Training Approach

  1. Daniel Burgos
  2. Natalia Padilla-Zea
  3. Stefania Aceto
Revista:
IJIMAI

ISSN: 1989-1660

Ano de publicación: 2019

Volume: 5

Número: 7

Páxinas: 135-150

Tipo: Artigo

DOI: 10.9781/IJIMAI.2019.09.001 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Outras publicacións en: IJIMAI

Obxectivos de Desenvolvemento Sustentable

Resumo

Long-term unemployment is a persistent problem in Europe, following the economic crisis suffered in 2008. This situation reveals self-employment as a good option for becoming re-involved in the working life. In this context, this paper presents a gamified educational platform to empower social economy entrepreneurship skills in long-term unemployed people. In particular, we present the training approach underpinning the motivational process supported by gamification, which has been developed using the ADDIE model. The learning path is developed according to a story that guides the work throughout the training process. It is based on the premises of alignment with reality, instruction from didactic material and real-life stories, in-game practice, work in groups and assistance from a facilitator. This approach covers the competence needs identified in a previous study and includes gamification techniques to improve motivation and engagement. Therefore, the training program comprises: (1) a set of materials and real social economy enterprise experiences, which are the basis for learning and getting inspiration; (2) activities to develop a business plan based on concepts learned from the learning materials and from real-life stories, as well as the help of a facilitator who walks with trainees during the process; (3) a set of individual and group, mandatory and optional assessment activities to evaluate the learning achieved; and (4) a three-views scoring system that shows learning progress for individuals and groups, and gives players the opportunity to exchange gamification points for benefits in the game. The results presented in this paper are based on a sample of two pilots run in Italy and Spain and involving five facilitators working with around 60 learners. About 60% of participants indicated their intention to apply knowledge obtained in a real-life entrepreneurship initiative.

Referencias bibliográficas

  • Waitz, T. (1863). Introduction to anthropology (Vol. 1). Anthropological Society.
  • Cohen, R. (1978). Ethnicity: Problem and focus in anthropology. Annual review of anthropology, 379–403.
  • Aarseth, E. (2001). Computer game studies, year one. Game studies, 1(1), 1–15.
  • Bernard, H. R. (2011). Research methods in anthropology: Qualitative and quantitative approaches. Rowman Altamira.
  • Hindle, K. (2002). A grounded theory for teaching entrepreneurship using simulation games. Simulation & Gaming, 33(2), 236–241.
  • Schwartzman, H. (Ed.). (2012). Transformations: The anthropology of children’s play. Springer Science & Business Media.
  • Prensky, M. (2005). Computer games and learning: Digital game-based learning. Handbook of computer game studies, 18, 97–122.
  • Prensky, M. (2009). H. sapiens digital: From digital immigrants and digital natives to digital wisdom. Innovate: journal of online education, 5(3), 1.
  • Steyaert, C., and Hjorth, D. (Eds.). (2008). Entrepreneurship as social change: A third new movements in entrepreneurship book (Vol. 3). Edward Elgar Publishing.
  • Mishra, P., and Shrawankar, U. (2016) Comparison between Famous Game Engines and Eminent Games. International Journal of Interactive Multimedia and Artificial Intelligence 4(1), 69–77.
  • Trouillot, M. R. (2016). Global transformations: Anthropology and the modern world. Springer.
  • Scupin, R. (2015). Cultural anthropology a global perspective. Pearson.
  • Horst, H. A., & Miller, D. (Eds.). (2013). Digital anthropology. A&C Black.
  • Malinowski, B. (1929). Practical anthropology. Africa, 2(01), 22–38.
  • Fried, M. H. (1975). The notion of tribe. Benjamin-Cummings Publishing Company.
  • Keesing, R. M. (1981). Cultural anthropology: A contemporary perspective. Holt McDougal.
  • Pfaffenberger, B. (1992). Social anthropology of technology. Annual review of Anthropology, 491–516.
  • Guimaraes, M. J. (2005). Doing anthropology in cyberspace: Fieldwork boundaries and social environments. Virtual methods: Issues in social research on the Internet, 141-56.
  • Piaget, J. (1962). Play, dreams, and imitation in childhood. New York: Norton Books.
  • Gross, R. (2010). Psychology: the science of mind and behavior. Hodder Education: London.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20.
  • Malaby, T. M. (2007). Beyond play a new approach to games. Games and culture, 2(2), 95–113.
  • Malaby, T. M. (2009). Anthropology and play: The contours of playful experience. New Literary History, 40(1), 205-218.
  • Kline, S., Dyer-Witheford, N., & De Peuter, G. (2003). Digital play: The interaction of technology, culture, and marketing. McGill-Queen’s PressMQUP.
  • Raessens, J. (2006). Playful identities, or the ludification of culture. Games and Culture, 1(1), 52–57.
  • S. Aceto, D. Burgos, D. Parente. (2015) Guide for developing the game and its environment. IO1 report, Social Seducement Project (2014-1-UK01- KA200-001830)
  • New Media Consortium (2013). NMC Horizon Report 2013 Higher Education Edition, retrieved from https://www.nmc.org/pdf/2013- horizon-report-HE.pdf
  • New Media Consortium (2015). NMC Horizon Report 2015 Higher Education Edition, retrieved from https://www.nmc.org/publication/nmchorizon-report-2015-higher-education-edition/
  • New Media Consortium (2017). NMC Horizon Report 2017 Higher Education Edition, retrieved from http://cdn.nmc.org/media/2017-nmchorizon-report-he-EN.pdf
  • BinSubaih, A., Maddock, S., & Romano, D. (2009). Serious games for the police: Opportunities and challenges. Special Reports & Studies Series at the Research & Studies Center (Dubai Police Academy).
  • McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V., & McVay, A. (2012). A literature review of gaming in education. Gaming in education, 1-35.
  • Ulicsak, M. (2010). Games in education: serious games.Bristol: Futurelab.
  • Chin, J., Dukes, R., Gamson, W. (2009). Assessment in Simulation and Gaming: A review of the last 40 years. Simulation and Gaming 40(4), 553- 568.
  • Malone, T (1980). What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Palo Alto: Xerox
  • Kirriemuir, J., McFarlane, A. (n.d.) Literature Review in Games and Learning. FutureLab Series, report 8.
  • Stewart, J., Bleumers, L., Van Looy, J., Mariën, I., All, A., Schurmans, D., Willaert, K., De Grove, F., Jacobs, A., and Misuraca, G. (2013). The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. Joint Research Center, Institute for Prospective Technological Studies (JRC-IPTS).
  • Stuart, A. (2014). A blended learning approach to safety training: Student experiences of safe work practices and safety culture. Safety Science 62, 409–417.
  • Antonaci, A., Dagnino, F. M., Ott, M., Belloti, F., Berta, R., De Gloria, A., Lavagnino, E., Romero, M., Usart, M., and Mayer, I. (2015). A gamified collaborative course in entrepreneurship: focus on objectives and tools. Computers in Human Behaviours 52, 1276–1283.
  • Jensen, R. 50 great sites for serious educational games, available online at: http://www.onlinecolleges.net/50-great-sites-for-serious-educationalgames/
  • Kuratko, D. F. (2016). Entrepreneurship: Theory, process, and practice. Cengage Learning.
  • O’Rourke, M. (2014). Increasing engagement with vocational education and training: a case study of computer games-based safety training. 2013 postgraduate research papers: a compendium. Adelaide, Australia: National Centre for vocational education research, 113–133.
  • Belloti, F., Berta, R., de Gloria, A., Lavagnino, E., Antonaci, A., Dagnino, F., Ott, M., Romero, M., Usart, M., and Mayer. I. S. (2014). Serious games and the development of an entrepreneurial mindset in higher education engineering students. Entertainment Computing, 357–366.
  • Lim, T., Loucher, S., Hauge, J. B., Stanesco, I. A., Ortiz, I. M., MorenoGer, P., Belloti, F., Carvalho, M. B., Earp, J., Ott, M., Arnab, S., and Berta, R. (2014). Narrative Serious Game Mechanics (NSGM) – Insights into the Narrative-Pedagogical Mechanism. LNCS 8395, 23–34.
  • Lukosch, H., van Bussel, R., and Meijer, S. A. (2013). A serious game design combining simulation and sandbox approaches. LNCS 8264, 52– 59.
  • Mollick, E. (2014). Entrepreneur simulation: the startup game. Harvard Business Publishing for educators.
  • Stuart, A. (2014). A blended learning approach to safety training: Student experiences of safe work practices and safety culture. Safety Science 62, 409–417.
  • Nichols, E., and Wright, A. L. (2015) Using the Everest Team Simulation to Teach Threshold Concepts. Journal of Management Education 39(4), 531–537.
  • Almeida, F. L. F. (2017). Learning entrepreneurship with serious games – a classroom approach. Information Technology 2(1), 1–4.
  • EUROSTAT. v3.4.1-20170407-5840-PROD_EUROBASEDATAEXPLORER_PRODmanaged12. Retrieved from http://appsso.eurostat. ec.europa.eu/nui/show.do?dataset=lfsi_sup_a&lang=en on 2018, Jan 23th.
  • S. Aceto, D. Burgos, S. Francario, R. Goergen K. Junge, N. Padilla, D. Parente. (2016) Guide on the Social Seducement RPG learning model. IO3 report, Social Seducement Project (2014-1-UK01-KA200-001830)
  • N. Padilla-Zea, S. Aceto and D. Burgos, “Social Seducement: Towards the foundations of a pedagogical model”. Ingeniería Solidaria, vol. 13(21), January 2017.
  • Branch, R. (2009). Instructional Design: The ADDIE approach. Springer: New York.
  • EQF, European Commission, https://ec.europa.eu/ploteus/content/ descriptors-page. Last access on March, 8th
  • K. Junge, C. Castellanos, S. Francario, E. Klaer, R. Goergen and J. Keim. (2015) Target needs’ analisys report. IO2 report. Social Seducement project (2014-1-UK01-KA200-001830).
  • Cullen, J., Drabble, D. (2017). Social Seducement. RPG model validation report. IO6 report. Social Seducement project (2014-1-UK01- KA200-001830).
  • González-González, C.S., del Río, N.G., Navarro-Adelantado, V. (2018) Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art. International Journal of Interactive Multimedia and Artificial Intelligence, 5(2):46-52.