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Developing a Text-Based Gamification Framework for Engineering Entrepreneurship Education Using Python
DOI:10.1007/978-981-96-7703-0_3.png)
Abstract
En 中文
A text-based gamification framework was developed to enhance engineering entrepreneurship education using Python. This framework simulated real-world business scenarios, providing students with experiential learning opportunities. The simulation data indicated increased student engagement and improved understanding of engineering entrepreneurial concepts, consistent with findings in the existing literature on gamification in education. Statistical analysis demonstrated that the framework effectively motivated students and enhanced learning outcomes, corroborating the results of recent studies. The gamified environment facilitated decision-making practice, reflecting real-world entrepreneurial challenges, aligning with research on the benefits of experiential learning. The strengths of the framework included its ability to simulate dynamic business environments and provide real-time feedback, enhancing critical thinking and problem-solving skills. However, limitations such as a limited sample size and relatively simplistic scenarios were acknowledged. Future research should expand the framework to include more complex scenarios and additional gamification elements, exploring their impact on long-term student outcomes. Recommendations for educators on integrating text-based gamification into entrepreneurship courses were provided, emphasizing gradual implementation and the importance of continuous feedback. Practical tips for developing similar educational tools using Python were also offered. Overall, the framework demonstrated significant potential to transform traditional entrepreneurship education by fostering interactive and engaging learning experiences.
Keywords:
Gamification
Engineering entrepreneurship education
Python programming
Experiential learning
Student Engagement
Journal
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58
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