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Gamification, business studies and entrepreneurship – The LOL game 11/22/201222.11.2012
Gamification• Gamification, the introduction of game-based elements into non-game domains, is one of the hottest topics in pedagogy as well as business.• The game-based approach improves student engagement and learning, thus paving way for a more learner-centered approach.• The LOL project pilots the use of a game-based approach in pedagogy as well as entrepreneurial education.• The project incorporates real businesses’ marketing problems, social media, students of different educational levels, and the logic of a game.22.11.2012
LOL; ”slightly wacky business” (LievästiOutoa Liiketoimintaa)• The project is funded by the Uusimaa Regional Council.• Students of Laurea, Omnia vocational school, and Kasavuori secondary school are the players in the game.• Part of the game is a community of students and businesses, functioning in a game-like manner.• The businesses provide real marketing problems for the students to tackle.• The next stage in problem solving is visually represented in a virtual game board.• Students winning in the game gain virtual trophies in their game board.22.11.2012