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Videogames and Innovation: Fostering Innovators’ Skills in Online-Learning Environments

Author

Listed:
  • Hendrys Tobar-Muñoz

    (Department of Organizations and Management, EAFIT University, Calle 49 # 7 Sur 50, Medellin 050022, Colombia)

  • Juan G. Cárcamo

    (Department of Organizations and Management, EAFIT University, Calle 49 # 7 Sur 50, Medellin 050022, Colombia)

  • Henner Solarte

    (Department of Organizations and Management, EAFIT University, Calle 49 # 7 Sur 50, Medellin 050022, Colombia)

  • Christiam Ventes

    (Department of Organizations and Management, EAFIT University, Calle 49 # 7 Sur 50, Medellin 050022, Colombia)

  • Jorge H. Mesa

    (Department of Organizations and Management, EAFIT University, Calle 49 # 7 Sur 50, Medellin 050022, Colombia)

Abstract

Innovation is quite important for economies and entrepreneurs around the world, especially for developing countries such as Colombia, where this study was based. Therefore, education for innovation becomes as important, and newer and innovative educational means must be adjusted for developing skills in innovation and entrepreneurship. Innovator’s DNA is a framework of skills that are meant to be developed by innovators. This framework proposes five discovery skills, which are: observing, associating, experimenting, networking, and questioning. This paper studied whether and how videogames can develop innovators’ skills in students of entrepreneurship and innovation in online-learning environments, by directly observing the participation of 23 participants during an interaction with a game specifically tailored for fostering these skills. The videogame used is called CAFET, and it consists of a card-based game where players enact coffee industry entrepreneurs in Colombia. A mixed-methods research was carried out by coding each observable action conducted by the participants and interviewing them about their behaviors. Results showed that participants enact actions that may involve and develop innovator’s DNA skills, specifically observing, associating, and experimenting. This study analyzed how videogames can develop innovation skills and explains the behaviors observed among other insights.

Suggested Citation

  • Hendrys Tobar-Muñoz & Juan G. Cárcamo & Henner Solarte & Christiam Ventes & Jorge H. Mesa, 2020. "Videogames and Innovation: Fostering Innovators’ Skills in Online-Learning Environments," Sustainability, MDPI, vol. 12(21), pages 1-28, November.
  • Handle: RePEc:gam:jsusta:v:12:y:2020:i:21:p:9264-:d:441542
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    References listed on IDEAS

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    1. Aubert, Jean-Eric, 2005. "Promoting innovation in developing countries: a conceptual framework," Policy Research Working Paper Series 3554, The World Bank.
    2. Rajagopal, 2014. "The Entrepreneurial Mindset," Palgrave Macmillan Books, in: Architecting Enterprise, chapter 2, pages 31-57, Palgrave Macmillan.
    3. Cristina Pardo-Garcia & Maja Barac, 2020. "Promoting Employability in Higher Education: A Case Study on Boosting Entrepreneurship Skills," Sustainability, MDPI, vol. 12(10), pages 1-23, May.
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