Gamification of the learning of business models and entrepreneurship
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Abstract
The article explores the concept of gamification, understood as the use of game design elements in contexts that are not games, to transform some spaces into specially motivating experiences. On this basis, a pilot experience of application of a set of business models with high school students is exposed, in which it was sought to capture evidence that could be derived from its application, in the understanding of concepts related to management and business. It concludes with some guidelines to deepen future research on the strengthening of learning through play, the importance of accompaniment in it, the formation of shared learning spaces and the potential of spaces where the game assumes pedagogical value.
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Horizontes Empresariales se distribuye bajo licencia Creative Commons Atribución 4.0 Internacional (CC BY 4.0).