ISGEE

Games used for entrepreneurship education? Yes!

ISGEE kick-off meeting at the University of Szeged, Hungary

A large-scale international project started among several partners under the Erasmus+ framework in Szeged, Hungary, 15-16 October 2018. The project – as its name implies – aims at implementing serious games in entrepreneurship education (ISGEE – Implementation of Serious Games in Entrepreneurship Education), as project partners believe that gamification is the key to help the current and upcoming generations to study easily and effectively.

What is gamification?
Gamification is the usage of game design elements in non-game contexts. In other words, in education, gamification means implementing different types of games and game tools for students to understand the concepts of the curriculum better.

All parties in the project are devoted to implementing gamification techniques into higher education. The international project started with 6 partners, who are going to work together on achieving the project aims during the 3-year lifespan of the project.

The University of Szeged, the project leader, has always been aiming at excellence and continuous development in education. Therefore, it is in their utmost interest to succeed in using these techniques in education.

Partners include the West University of Timisoara, a Romanian institution with 11 faculties, roughly 16000 students and with passion for development. The second partner is the Technical University of Ostrava, located in the Czech Republic with a long tradition in high quality engineering. STUCOM, a Spanish company, provides training to high school students, higher education students and professionals with its e-learning platform. Univations is a company located in Germany aiming at supporting young entrepreneurs and HEI spinoffs. SC Expertissa Timisoara develops different types of software and provides solutions for businesses.

With the collaboration of these partners, the aim of the project is to develop an open access online game (“Entrepoly”) and a supporting teaching toolkit with which the new generations could be reached and taught to foster their entrepreneurial competences.

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