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Integration of Entrepreneurship Competency Development in STEAM Education: A Case of Gamified Pedagogy and its Implications

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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


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