Gamification as a strategy to strengthen the entrepreneurial culture
Keywords:
Competences, Culture and entrepreneurial development, Gamification teaching strategy, CANVAS development model
Abstract
The entrepreneurial culture as a growing social characteristic at a global level, generates more and more followers, with the aim of strengthening the economic, financial and healthy coexistence and innovation scenarios, in organizations and in general in communities. This then warrants generating increasingly didactic and effective spaces so that people have access to collaborative and inclusive learning on the design of business models and their implementation, within the framework of the gamification strategy which transfers the activity of games to the educational field and this is precisely the objective center of this article. Methodologically, the teaching for the strengthening of the entrepreneurial culture in people, follows an identification route, which shows the scenario of action, characterization, which lands and describes the skills in entrepreneurial culture, prioritization - selection, which segments the apprentices and design, which presents a new methodological strategy. As results, a methodological guide for learning and strengthening the entrepreneurial culture applying gamification is presented, in addition to evidencing the methodological strategy in the delivery of the CANVAS model as a relevant work tool in this environment of action. Thus, it is possible to conclude that gamification is an innovative methodological medium, which allows the learning of any topic in an environment of fun and recreation, likewise it is highlighted that the entrepreneurial culture is a relevant and increasingly useful pillar in the development of the world's communitiesDownloads
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References
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Secretaría de Educación de Antioquia. (2015, 25 septiembre). Canvanizer [Vídeo]. YouTube. https://www.youtube.com/watch?v=jjgKUl5WMrw
Business model canvas. (2021). Business Models Inc. https://www.businessmodelsinc.com/en/inspiration/tools/business-model-canvas
Powered by the EFQM Model. (2022, 18 agosto). EFQM. https://efqm.org/
Van Capelleveen, G., Amrit, C., Yazan, D. & Zijm, H. (2019). The recommender canvas: A model for developing and documenting recommender system design. Expert Systems with Applications, 129, 97-117. https://doi.org/10.1016/j.eswa.2019.04.001
Steve Schifferes. (2021, 9 enero). Economía mundial en 2021: quiénes serán los ganadores y los perdedores. BBC News Mundo. https://www.bbc.com/mundo/noticias-55564149
Castro Jaime, (2018), pgs 2 y 4, La Prospectiva Empresarial Estratégica Y El Futuro De Las Organizaciones.
https://acortar.link/IsbU9p
Asturias Corporación Universitaria, (2010), pg 3, Idea y Modelo de Negocio.
https://acortar.link/TYeiPM
Universidad del Bìo-Bìo Chile, (2015), pgs 5 y 6, Modelos de Negocio con Metodología CANVAS
https://acortar.link/nKxYcj
Contreras F, (2018), Pgs 26 a 29, La Gamificación Como Estrategia De Aprendizaje Para Mejorar El Desempeño Académico En Estudiantes De Tecnología.
https://acortar.link/N6ooKa
Osterwalder A. & Pigneur Y. (2010). Business Model Generation. Publicado en Wiley products. Estados Unidos de América.
https://www.wiley.com/en-us
Pizá I, M de J Cabrera & Orduño B, (2018), Pgs 150 a 156, Producción Y Aplicación Innovadora Del Conocimiento.
https://acortar.link/n7eoPW13
María José Flores Tena, Mª Carmen Ortega & Mª Carmen Sánchez Fuster, (2021), Las Nuevas Tecnologías Como Estrategias Innovadoras De Enseñanza-Aprendizaje En La Era Digital.
https://revistas.um.es/reifop/article/view/406051
Martínez A, Rodriguez K, Ochomogo Y & Miguelena R, (2019), Gamificación: La Enseñanza Divertida.
https://revistas.utp.ac.pa/index.php/el-tecnologico/article/view/2114
Published
2023-12-11
How to Cite
Quintero, F., Castrillón Arias, C. G., & Castellanos Galeano, J. F. (2023). Gamification as a strategy to strengthen the entrepreneurial culture. Contexto, 12(1). https://doi.org/10.18634/ctxj.11v.1i.1260
Section
Artículos Resultado de Investigación