Partners of the project BC4ESE just finalized the second project result – Gamified eco entrepreneurship education.
The main aim of the second project result is to look at the digital gamification and digital role model education methodology in teaching entrepreneurship topics to youth in European and Western Balkan countries, members of the BC4ESE project consortium.
One of the aims of this publication is to develop gamified digital educational resources, tools and activities that teach and promote social and eco-entrepreneurship among young people, while the ultimate goal is to encourage more young people to start and develop eco-social enterprises and ensure that they have access to appropriate assistance and support in every phase of their entrepreneurial path.
ADP-Zid and Hub Nicosia are the responsible partners for the production of this deliverable with the support of all of the partners of the project: coordinating partner CEDRA Split (Croatia), Local Development Agency Prozor-Rama and CDP Globus (Bosnia and Herzegovina), Young Ambassadors (Serbia), Diesis Network (Belgium) and CSO (Montenegro).
The final result of this output is an e-book, 2 pdf and 2 videos containing a research paper on digital gamification in European and Western Balkan countries, members of the BC4ESE project consortium, and a collection of the scenarios for the development of the gamified-educational resources tools and activities that teach and promote social and eco-entrepreneurship to youth.
The e-book is available in readable and printable formats and as an e-pub in the English language. The publication of translations in Bosnian, Croatian, Serbian, French, Montenegrin and Greek language is expected in August 2023.
The e-book consists of 2 parts: the general background information about the concept of gamification and game-based learning and their application in entrepreneurship education and each country’s analysis.
For each country, we have focused on the following points:
- Existing state of matter regarding digital gamification methodology and digital role model education methodology in teaching entrepreneurship topics to youth
- Good practice examples on gamified digital educational resources, tools and activities that teach and promote social and eco-entrepreneurship to youth in partner countries.
The last part of the e-book contains the collection of 30 scenarios for the development of the gamified-educational resources tools and activities that teach and promote social and eco-entrepreneurship to youth, all developed by the project consortium.