Nowadays companies need higher educated engineers to develop their competences to enable them to innovate. This innovation competence is seen as a remedy for the minor profitable business they do during the financial crises. Innovation is an element to be developed on the one hand for big companies as well as for small-and-medium sized companies through Europe to overcome this crisis. The higher education can be seen as an institution where youngsters, coming from secondary schools, who choose to learn at higher education to realize their dream, what they like to become in the professional world. The tasks of the Universities of applied Sciences are to prepare these youngsters to become starting engineers doing their job well in the companies. Companies work for a market, trying to manufacture products which customers are willing to pay for. They ask competent employees helping achieving this goal. It is important these companies inform the Universities of applied Sciences in order to modify their educational program in such a way that the graduated engineers are learning the latest knowledge and techniques, which they need to know doing their job well. The Universities of applied Sciences of Oulu (Finland) and Fontys Eindhoven (The Netherlands) are working together to experience possibilities to qualify their students on innovation development in an international setting. In the socalled: ‘Invention Project’, students are motivated to find their own invention, to design it, to prepare this idea for prototyping and to really manufacture it. Organizing the project, special attention is given to communication protocol between students and also between teachers. Students have meetings on Thursday every week through Internet connection with the communication program OPTIMA, which is provided by the Oulu University. Not only the time difference between Finland and the Netherlands is an issue to be organized also effective protocols how to provide each other relevant information and also how to make in an effective way decisions are issues. In the paper the writers will present opinions of students, teachers and also companies in both regions of Oulu and Eindhoven on the effectiveness of this project reaching the goal students get more experienced to set up innovative projects in an international setting. The writers think this is an important and needed competence for nowadays young engineers to be able to create lucrative inventions for companies where they are going to work for. In the paper the writers also present the experiences of the supervising conditions during the project. The information found will lead to successfactors and do’s and don’ts for future projects with international collaboration.
In most European countries entrepreneurship is one of the top priorities on the national agenda, to stimulate individual and organizational innovativeness and (regional) economic growth. As a consequence, embedding entrepreneurship in education to achieve this goal has gained importance and momentum especially at universities of applied sciences. Two questions need answering when trying to embed entrepreneurship in a curriculum. First of all: cán entrepreneurship be taught and second: hów should entrepreneurship be taught. In this paper we focus on an educational programme based on a learner-cantered, constructivist approach, which is offered in a multidisciplinary, inspiring and entrepreneurial setting. It is competency-based and is tailor-made to individual student demand and goes beyond the classic business school approach based on instruction. The programme caters for students from at least 40 different departments of the university. The starting point in this programme is the assumption that entrepreneurship can indeed be taught but that the pedagogical climate and approach is crucial and should contribute towards the development of entrepreneurial competencies and skills. In this paper issues such as the dynamics of learning are dealt with as well as some a discussion on learning paradigms. We elaborate on the programme developed at The Hague University of Applied Sciences, The Hague in The Netherlands. So far, over 250 students have participated in the programme and since September 2007 longitudinal research has taken place to establish the effects of the programme and the pedagogical approach on the development of entrepreneurialism. We then describe the research design and draw preliminary conclusions about the relation between pedagogical climate and entrepreneurial behaviour, competencies and entrepreneurial behaviour and finally the relation between entrepreneurial behaviour and the choice to become an independent entrepreneur. Our findings show that such competencies as self-discipline and vulnerability are positive influencers of entrepreneurial ambition. We also found negative influencers of entrepreneurial ambition in depression and inadequacy, yet interestingly also in sincerity. The role of the business partners involved in the programme is discussed and an account is given of the experiences of a population of students over a period of three years on the basis of a number of issues: what works, what doesn't work and what needs to be improved. Interesting drivers for entrepreneurial behaviour are distilled from our research, on the basis of which recommendations are given on how to best implement these drivers into an educational programme. The paper finalizes with a concluding note in which some of the drawbacks of a learner-centred approach as opposed to an instruction-based approach are discussed and suggestions for future research are made.
The authors present the background and results of an explorative en'aluation of the use Serious Games (SG) in a Master’s level course in entrepreneurship at TU Delft in the Netherlands. The wain questions concern the extent to which the use of SGs contributes to entrepreneurship (or learning related to entrepreneurship), as well as the factors that determine its contributions. In 2012, three different SGs were played, involving 28 international MSc students who registered for a one-year specialisation track in ‘Entrepreneurship ’. This article presents the research model, the quasi-experimental design of the evaluation, the evaluation instruments and the results. The authors conclude that personality traits, motivation and previous gaming experience might significantly influence the perceived effects on entrepreneurship after the training, although the actual game-play does not. These results contribute to the discussion regarding the use of serious games for entrepreneurship, given the possibility that SGs have a pedagogical bias towards game-savvy, motivated, high-achieving males.