Application of Gamification and Business Simulations in Startup-Oriented Education for IT Students

The article explores approaches to aligning educational content with real-world business requirements in the training of IT students. The authors propose an alternative strategy for preparing students for participation in startup projects even before they begin direct engagement with the business sector. This strategy incorporates the principles of constructivism, problem-based learning, and project-based learning, particularly during academic courses and internships that simulate real startup environments. To enhance student motivation and involvement, the article advocates for the integration of gamification and business simulations. The authors share practical experience in implementing these methods as part of startup-oriented education. This includes performing project tasks within individual academic components, involving external mentors, and incorporating business game elements into classroom activities. Specific examples include gamified pitching sessions, investment-attraction simulations, and mock defenses of startup projects before real or simulated business stakeholders. Special attention is given to the practice-oriented training course “Startup Creation”, which is identified as a core component of master's-level startup-oriented education.

Authors

Publication Details

Journal
Education and Pedagogical Sciences
Published
2025-01-01
DOI
https://doi.org/10.12958/2227-2747-2025-1(188)-59-71
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Application of Gamification and Business Simulations in Startup-Oriented Education for IT Students

Mykola Semenov, Svitlana Donchenko, V.M. Donchenko
Education and Pedagogical Sciences
Educational Games and Gamification
article

Application of Gamification and Business Simulations in Startup-Oriented Education for IT Students

Mykola Semenov, Svitlana Donchenko, V.M. Donchenko
article en

Abstract

The article explores approaches to aligning educational content with real-world business requirements in the training of IT students. The authors propose an alternative strategy for preparing students for participation in startup projects even before they begin direct engagement with the business sector. This strategy incorporates the principles of constructivism, problem-based learning, and project-based learning, particularly during academic courses and internships that simulate real startup environments. To enhance student motivation and involvement, the article advocates for the integration of gamification and business simulations. The authors share practical experience in implementing these methods as part of startup-oriented education. This includes performing project tasks within individual academic components, involving external mentors, and incorporating business game elements into classroom activities. Specific examples include gamified pitching sessions, investment-attraction simulations, and mock defenses of startup projects before real or simulated business stakeholders. Special attention is given to the practice-oriented training course “Startup Creation”, which is identified as a core component of master's-level startup-oriented education.

Education and Pedagogical Sciences(1 (188))
Openalex Percentile: Top 87%
Educational Games and Gamification
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Application of Gamification and Business Simulations in Startup-Oriented Education for IT Students — Mykola Semenov, Svitlana Donchenko, et al. · Education and Pedagogical Sciences (2025) | TGRS Research Map | TGRS