(78) Future Application of Game-Based Learning as a Platform for Reflective Learning Associated with Entrepreneurship Education in the MENA Region, Dr. Michael Sutton
Dr. Michael J.D. Sutton
FUNIFICATION, 1403 West Broadway Ave., Site # 180, Apache Junction, AZ 85120
United States
Email: ms.funification@gmail.com
DOI: 10.47556/J.IJIKMMENA.9.1.2021.5
Purpose: The purpose of this paper is to discuss an ongoing project that surveys the literature associated with entrepreneurship programmes applying experiential learning principles through game-based activities in the countries of the MENA region. From identified preliminary publications and educational resources, the potential for applying game-based learning within entrepreneurial educational programmes of the region is described.
Design/methodology/approach: The researcher will execute a systematic literature review approach as a rigorous methodology to employ a conceptual framework based on sensemaking that identifies a focus on literature reporting instances of the application of game-based learning in courses and curriculum. The research is a work-in-process.
Findings: The project is currently underway. Interim results suggest that a limited number of instances are reported where game-based learning has been successfully applied in entrepreneurship courses.
Originality/value: Over the past 30 years, game-based learning (GBL) has surfaced as an effective instructional method to stimulate engagement and commitment in the classroom. GBL has exhibited key competencies associated with collaboration, critical-thinking, diversity of thought, design-thinking, decision-making, emotional intelligence, problem-solving, and sensemaking competencies. Building on these competencies could accelerate the impact of entrepreneurship education on SDGs in the MENA region.
Keywords: Experiential Learning, Reflective Thinking, Reflective Learning, Game-Based Learning, Entrepreneurship Education, Serious Games, Simulations, Literature Review.