The CDIO network works with the extended CDIO syllabus version 2.0 (Crawley et. al., 2011), in which two learning goal sections were added: leadership and entrepreneurship. This paper focuses on entrepreneurship and uses a case study of the Eye on Entrepreneurs (EoE) initiative in the Netherlands to reflect on the similarities and differences between the CDIO learning goals in entrepreneurship and the unconventional approach of EoE in teaching (engineering) students entrepreneurship in practice. Eye on Entrepreneurs (EoE) offers a student an intense learning experience in an informal but authentic learning context. What are the perceived strengths of their approach when it comes to effectively teaching entrepreneurship? When translating this back to the formal learning context of a university, how does this relate to the CDIO framework and syllabus especially? And what would this mean for the lecturer's competencies? Based on a case study discussion with practitioners an answer to these questions was sought. Both stakeholders from the (entrepreneurial) professional field (including talented students) and (entrepreneurship-) educators in general and from the CDIO-network were involved. The results show that what translates back to formal education is for teachers to be open minded, give space to manoeuvre and make mistakes, and have reciprocal dialogue and reflection with students when teaching entrepreneurship. Their main role should be to recognize talents and stimulate them to take initiative, show empathy and take risks in creativity. LinkedIn: https://www.linkedin.com/in/suzannececiliabrink/
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In the nineties of the last century, a lot of (ICT) incubators started in the Netherlands, many private (GorillaPark, Ant Factory, Lost Boys and Newconomy), some public, such as Twinning. Most of them stopped early this century or gone bankrupt. From 2005 university incubators like YesDelft!, Erasmus MC Incubator, UtrechtInc, Biopartner and ACE opened their doors to students which operate alongside the curriculum. Afterwards also incubators of colleges aroused, often integrated with education. Enterprize of the The Hague University of Applied Science was one of the first ones. In recent years, all kinds of private initiatives arises, called Accelerators (Rock Start and Start-Up Boot Camp). The primary purpose of an incubator is to create successful entrepreneurs, for different reasons. Much research has been done to the success rate of companies through incubators. It is assumed that the entrepreneur of a successful business should have learned a lot in this initial period. In the emerged entrepreneurial education it is therefore assumed that incubators also should be a good tool for students to quickly and efficiently learn. But is that so? As a successful serial entrepreneur, I started more than ten incubators. Most of them were a tool for regional development, cluster development or for further investments (private equity). Now he wanders if an incubator can also be a tool for teaching. He has been given the opportunity to researche this at the The Hague university for applied sciences; “What is the (added) value for entrepreneurship education of an incubator?” This paper is a preamble to that research and a call for participation.
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Despite the increase in entrepreneurship initiatives and interventions, there is a poor understanding of entrepreneurship programs’ principles and learning objectives in secondary education. This study provides insight into the current range of entre‑ preneurship programs and their underlying pedagogy in secondary education in the Netherlands. To structure the analysis, we used the 11 design principles of Baggen et al. (Entrep Educ Pedagog 5(3):347–374, 2022). Data were collected from three different sources: the Vecon Business Schools (VBS) application forms, interviews with VBS schools, and additional documents. The findings show that most schools are unfamiliar with the definitions of entrepreneurship education. Many of the prin‑ ciples of broad entrepreneurship education focus on personal growth and the devel‑ opment of an entrepreneurial mindset. These are not always recognizable in sec‑ ondary schools’ current offerings of entrepreneurship education. Furthermore, the pedagogies on which entrepreneurship programs are based are mostly traditional, despite literature showing that (socially) constructivist entrepreneurship programs lend themselves better to developing an entrepreneurial mindset.
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Despite the increase in the number of entrepreneurship initiatives and interventions, there is a poor understanding of the range of entrepreneurship programs in secondary education and their learning objectives. This study provides insight into the current supply of entrepreneurship programs and their underlying pedagogy in secondary education in the Netherlands. To examine existing offerings and their underlying pedagogy, we used the 11 design principles of Baggen, Lans, and Gulikers (2021). Data were collected from three different sources for triangulation purposes - data from Vecon Business Schools (VBS) application forms, interviews with VBS schools, and documents and additional information (student ratings, learning goals, missions, and visions). Our findings show that schools offer mostly causation-oriented and traditional entrepreneurship programs, in which there is little room for effectuation-oriented education. Also, due to the lack of a clearly stated mission, vision and learning goals of entrepreneurship education, schools pay little attention to the effect of entrepreneurship education on entrepreneurship skills/intentions. However, we observe that schools acknowledge this and slowly design and offer entrepreneurship programs more consciously.
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Educational escape rooms (EERs) are increasingly used in education as learning innovations for non-digital and game-based learning (GBL) since EERs positively influence student motivation. They are common in educational fields where skills developments are vital such as STEM subjects and healthcare. However, EERs are marginally implemented in entrepreneurship education (EE) because there is a lack of evaluated design elements to guide the creation of EER in this context, which hampers their wider adoption. Therefore, in this study, we evaluated design elements for EERs in EE. We are particularly concerned with experiential EE since EERs are well suited for experiential learning. We used a research-through-design approach and created an EER based on 11 design elements derived from the literature on social cognitive theory, entrepreneurship competence, and gamification. We created and evaluated the EER in two cycles with two diverse groups of students at a university of applied sciences in the Netherlands. We contribute to the literature and practice of experiential EE by presenting evaluated design elements for EERs. We show which design elements work well and which do not. We also present a comprehensively designed EER that educational professionals can implement in their experiential EE programs.
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Despite continuous efforts in various economies, amongst others in South-East Asia, the full potential of social entrepreneurship (SE) is difficult to realize (STEPup project comparative study findings). Challenges that need to be addressed include the lack of skilled employees, business understanding among founders, access to funding and infrastructure and a lack of social impact measurement. Higher education institutions (HEI) are often challenged with limited engagement, also in terms of student support of early entrepreneurial activity. This disbalance has also been observed in Thailand and Myanmar, with the Erasmus+ funded project STEPup (2020-2023) seeing an opportunity to create and strengthen innovative social entrepreneurship practices for disruptive business settings in the two participating countries. Research based on the review of scientific articles, the conduct of focus groups (n= 42 from 38 different external stakeholder organizations) and numerous interviews and creative sessions with stakeholders of the social entrepreneurship domain also revealed the necessity to act in a self-organizing and organic SE support system. This paper aims to present recommendations and strategic guidelines to increase access and opportunity for existing social enterprises and social entrepreneurs who are planning to create and sustain an SE ecosystem through the framework, support, expertise and structure of existing higher education institutions. In addition, Higher Education Institutions in Myanmar and Thailand would serve as a good practice case on how to design and develop resource hubs for social enterprise practitioners and engage stakeholders from all sectors to tackle social issues and promote awareness of the social enterprise sector’s potential.
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Background: The full potential of social entrepreneurship remains challenging to achieve, despite continuous efforts in various economies, including South-East Asia. Several obstacles need to be addressed, such as the scarcity of skilled employees, limited business understanding among founders, difficulties accessing funding and infrastructure, and the absence of proper social impact measurement. Higher education institutions (HEIs) often face constraints in engaging and supporting early entrepreneurial activities, exacerbating the imbalance in the social entrepreneurship landscape. This imbalance has been observed in both Thailand and Myanmar. Research objectives: The Erasmus+ funded project, STEPup, running from 2020 to 2023, recognized an opportunity to foster innovative social entrepreneurship practices tailored for disruptive business settings in these two countries. By applying the challenge-based learning approach through interactive case challenge proceedings involving social entrepreneurs, faculty mentors and students, the development of the entrepreneurial mindset of the latter group was studied. Research design and methods: To accomplish this, a multi-method research design was chosen, which involved a case-challenge experience within the framework of 6 universities, a questionnaire-based survey conducted among the student population which took part in the case-challenge experience and desk research. Results: The study revealed the necessity for a self-organizing and organic support system for social entrepreneurship. The objective of this paper is to present recommendations and strategic guidelines to enhance access and opportunities for existing social enterprises and social entrepreneurs seeking to establish and sustain a social enterprise ecosystem. The proposed framework leverages the support, expertise, and structure of existing higher education institutions. Conclusions: Higher Education Institutions can serve as excellent cases demonstrating how to design and develop resource hubs for social enterprise practitioners and engage stakeholders from all sectors to address social issues and promote awareness.
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This paper provides new insights into entrepreneurship education (EE) for children, by combining three elements that expand the EE literature in a novel direction: (1) the content focus is on social and sustainable entrepreneurship; (2) the educational setting studied is primary education; and (3) the focus is on the effects as perceived by the participating children themselves.Explorative research was done on two programs delivered by EE provider Fawaka School of Entrepreneurship in the city of Amsterdam, the Netherlands. A one-group pre-test/post-test survey among the full population of 450 participating children was conducted in 2021. The results provide clues that a program focused on sustainable and social entrepreneurship can provide different results than more ‘general’ programs on entrepreneurship, in particular with regard to differences between girls and boys. After the program, differences in entrepreneurial intentions are significantly smaller, and a number of significant differences with regard to self-confidence disappear.
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This thesis presents an exploration of ‘how entrepreneurship education pedagogy can enhance undergraduate business students’ autonomous motivation for self-directed learning’. It has twin, equally valuable, purposes: to make an original theoretical contribution and to improve professional practice in this area. The work addresses the lack of pedagogical research in entrepreneurship education that focuses on learner development, with a specific aim at development of self-directed learning skills for lifelong learning. The research is approached with a concurrent, mixed methods design, comparing pre- and a post-EE, self-assessment survey results from 245 students, enrolled in a Young Enterprise venture creation programme, and a control group at a Dutch university. With the use of open-question surveys among the same population, during and after the EE modules, as well as from focus group discussions with a selection of participating students and teachers, explanation was sought for the observations drawn from the quantitative study. Significant relationships were found between students’ self-reported maturity of autonomy, self-efficacy, and motivation for learning, and in how these relate to self-directed learning readiness. Entrepreneurship education was found to significantly moderate the relationship between the learning characteristics and self-directed learning, and to strengthen of the students’ perceived readiness for self-directed learning. Explanation for the impact of EE were found to be related to the stage-wise, mixed pedagogy approach to learning, that combines authentic learning with a hierarchical approach to competence development, and supportive team dynamics. The research contributes to practice with a proposed conceptual framework for understanding how to prepare for self-directed learning readiness and a teaching-learning framework for its development in formal educational settings. It contributes to knowledge with its deeper understanding of how students experience learning in EE and how that affects their willingness to pursue learning opportunities.
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Enhancing the offer for entrepreneurship education is an important challenge for the nowadays knowledge societies. The eSG project is addressing this issue by analysing the added value that could be contributed by employing serious games (SGs) as a tool for allowing students in particular technology students - To become familiar, mainly through practice, with basic concepts of entrepreneurship and company management. This paper presents the main requirements for the course and SGs obtained by surveying literature, entrepreneurs, students and teachers. We represented the requirements in a table template keeping into account usability, pedagogy, the entrepreneurship skills expressed by state of the art models and three major axes for entrepreneurship education at universities. These table descriptors were then used to assess validity of SGs and choose an appropriate mix for the courses. We have also defined a set of metrics to evaluate the advancement of students during the course. Based on these tools and knowledge, the next steps of the project will involve extensive user testing in the actual courses that are being performed in Genoa, Delft and Barcelona.
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