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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