dc.contributor.author |
Iftikhar, Saira |
|
dc.date.accessioned |
2023-09-01T10:34:48Z |
|
dc.date.available |
2023-09-01T10:34:48Z |
|
dc.date.issued |
2023 |
|
dc.identifier.other |
361652 |
|
dc.identifier.uri |
http://10.250.8.41:8080/xmlui/handle/123456789/38130 |
|
dc.description |
Supervisor: Dr. Arham Muslim |
en_US |
dc.description.abstract |
The objective of this research was to focus on the types and depth of
evidence present on the integration of entrepreneurship competencies
with STEAM through gamifying the pedagogical strategies to
understand the impact it has on the skill development of the learners.
Positive impact of game-based learning has been proven in STEAM
learning but its impact on entrepreneurship education at tertiary level is
yet unexplored. Connecting entrepreneurship education with STEAM
through gamified pedagogy will add to the knowledge for teachers to
instill the skill set of the current age. That is why a scoping review and a
systematic review were conducted to explore the evidence already
present to connect the three concepts. It was observed several studies
have been conducted to establish the connection between STEAM
education and gamification, Entrepreneurship education and
gamification and STEAM education and entrepreneurship competencies
but none has been conducted to design a framework to show the
connection between entrepreneurship competency, STEAM education
and gamification. Further a survey was conducted to seek industry
experts’ opinion regarding the existing gap and the need to fill the gap.
50 respondents responded to a questionnaire majorly based on Likert
scale. Results proved the need to come up with a unified and holistic
model that advocates entrepreneurial competency development in
STEAM education through gamified pedagogy. Resultantly, a detailed
framework titled EG-STEAM Framework was designed on an iterative
basis to guide the instructors and education experts on combining the
three fields. An exemplary case study was provided in the end to show
the framework in action. For future, a thorough experimental research
needs to be conducted to check whether combining these three concepts
would improve skillset of the leaners and yield better future leaders. |
en_US |
dc.language.iso |
en |
en_US |
dc.publisher |
School of Electrical Engineering and Computer Sciences (SEECS), NUST |
en_US |
dc.title |
Integration of Entrepreneurship Competency Development in STEAM Education: A Case of Gamified Pedagogy and its Implications |
en_US |
dc.type |
Thesis |
en_US |