TY - JOUR
T1 - Gamified platform framing for entrepreneur competencies
AU - Torres-Toukoumidis, Angel
AU - Robles-Bykbaev, Vladimir
AU - Cajamarca, Mario
AU - Romero-Rodríguez, Luis M.
AU - Chaljub, Jeanette
AU - Pablo Salgado, Juan
N1 - Publisher Copyright:
© 2019, Allied Business Academies. All rights reserved.
PY - 2019/8
Y1 - 2019/8
N2 - The study aims to reveal the need to propose a digital network where entrepreneurs can disseminate their skills achieved beyond formal and normative education. The general objective is to design a gamification platform based on entrepreneurial skills. For this, the specific objectives are proposing a Delphi study to 15 experts obtaining a list of priority competencies in the profiles of entrepreneurs, then the second specific objective is integrating the selected competencies within an interface based on the use of game elements, resulting in a platform that displays the 5 priority competencies, learning through experience, motivation, spotting opportunities, working with others and valuing ideas with 5 game elements respectively, experience points, feedback, leaderboards, progress bar and badges. From the results obtained, it can be concluded that the model implemented will serve as a first precedent for the display of competencies, thus providing an alternative traceability to the skills achieved by entrepreneurial initiatives.
AB - The study aims to reveal the need to propose a digital network where entrepreneurs can disseminate their skills achieved beyond formal and normative education. The general objective is to design a gamification platform based on entrepreneurial skills. For this, the specific objectives are proposing a Delphi study to 15 experts obtaining a list of priority competencies in the profiles of entrepreneurs, then the second specific objective is integrating the selected competencies within an interface based on the use of game elements, resulting in a platform that displays the 5 priority competencies, learning through experience, motivation, spotting opportunities, working with others and valuing ideas with 5 game elements respectively, experience points, feedback, leaderboards, progress bar and badges. From the results obtained, it can be concluded that the model implemented will serve as a first precedent for the display of competencies, thus providing an alternative traceability to the skills achieved by entrepreneurial initiatives.
KW - Competencies
KW - Entrepreneurial skills
KW - Gamification
KW - Innovation
KW - Platform
UR - http://www.scopus.com/inward/record.url?scp=85073415190&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:85073415190
SN - 1098-8394
VL - 22
SP - 1
EP - 9
JO - Journal of Entrepreneurship Education
JF - Journal of Entrepreneurship Education
IS - 4
ER -