Videogames and Innovation: Fostering Innovators’ Skills in Online-Learning Environments
Hendrys Tobar-Muñoz,
Juan G. Cárcamo,
Henner Solarte,
Christiam Ventes and
Jorge H. Mesa
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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
Sustainability, 2020, vol. 12, issue 21, 1-28
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.
Keywords: innovation; innovator’s DNA; entrepreneurship; game-based learning (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2020
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:12:y:2020:i:21:p:9264-:d:441542
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