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Entrepreneurship Knowledge Transfer Through a Serious Games Platform

The Venture Creation Game Case

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Knowledge Management in Organizations (KMO 2017)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 731))

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Abstract

One of the challenges for productivity is how to improve the experiential and impact of learning in education, The research aims to evaluate the creation of a serious game using Nonakas SECI model to transfer experiential knowledge related to entrepreneurial practices to an experiential simulation game, the game was name “venture creation game”, the application and use of the serious game was evaluated in higher education students.

The empirical results indicates that games have a very positive impact in the learning process off students and is a very efficient way to enhance the teaching of entrepreneurship in Higher education. Also trough the SECI model, aspects of entrepreneurship theory were developed.

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Correspondence to Dario Liberona .

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© 2017 Springer International Publishing AG

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Liberona, D., Rojas, C. (2017). Entrepreneurship Knowledge Transfer Through a Serious Games Platform. In: Uden, L., Lu, W., Ting, IH. (eds) Knowledge Management in Organizations. KMO 2017. Communications in Computer and Information Science, vol 731. Springer, Cham. https://doi.org/10.1007/978-3-319-62698-7_13

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  • DOI: https://doi.org/10.1007/978-3-319-62698-7_13

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-62697-0

  • Online ISBN: 978-3-319-62698-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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