26 research outputs found

    Trivarsity, interdisciplinary BIModelling/Management (BIM) workshop: an action research international example

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    This article demonstrates the evolutionary development of a series of inter-varsity, interdisciplinary, collaborative architectural design/management workshops, using industry-standard BIM software, within a community of academics, students and practitioners in Danish, Irish and UK architectural technology (AT) universities. This article, per the authors, proposes that the current digital revolution in the architectural, engineering, construction and operations/owner-operated (AECO) sectors, necessitates a planned change process to simulate 21st century, interdisciplinary, professional practice in academia. The action research methodology of this is outlined. After each of the four dynamic and cyclical stages, the reflective practitioners discuss their development of the professional curriculum: defined as an active-learning process. The students are active collaborators: joint change agents in a process of transformational learning as future employees and ambassadors for the benefits of collaboration utilizing information communication technologies (ICTs)

    Games in entrepreneurship education to support the crafting of an entrepreneurial mindset

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    Nowadays, an increasing number of education institutions, including many universities and colleges, are offering entrepreneurship education. This development is driven by the hope that more entrepreneurs could be ‘created’ through such efforts, and that these entrepreneurs through their newly founded ventures will contribute to economic growth and job creation. At higher education institutions, the majority of entrepreneurship courses rely on writing business plans as a main pedagogical tool for enhancing the students’ entrepreneurial capabilities. In this chapter, we argue instead for the need for a pedagogy which focuses on supporting students in crafting an entrepreneurial mindset as the basis for venturing activities. We discuss the potential role of games in such entrepreneurship education, and present the example of an entrepreneurship game from the Swedish context, which was developed by a group of young female entrepreneurs. We describe the game and discuss our experiences of playing it with a group of novice entrepreneurship and management students at the master’s level, and we review the effectiveness of the game in terms of how it supports students in crafting an entrepreneurial mindset. We conclude the chapter by outlining how entrepreneurship games could be integrated into a university curriculum and suggest some directions for future research
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