Abstract
This chapter explores the potential of STEM project-based learning (PBL) and digital video game (DVG) creation to support and integrate STEM and entrepreneurial competencies in teacher education. Specifically, the authors present and describe three STEM projects and three DVGs, with a focus on entrepreneurial and STEM skill development and growth mindsets in a curriculum and pedagogy methods course in STEM education. The authors maintain that in order for teacher candidates (TCs) to develop entrepreneurial and STEM literacies, they need to integrate entrepreneurial and STEM content and pedagogical knowledge to be able to effectively instruct, assess and design STEM curricula that can foster entrepreneurial skills and support future generations of learners. TCs engaged in several tasks utilizing principles of inquiry, design-based and experiential learning, and reflective practice that fostered entrepreneurial awareness and enhanced entrepreneurial competencies. Entrepreneurial growth is evident in the projects, as TCs provided extensions, thus creating value-added content beyond the scope of the initial assignment. These value-added extensions were also catalytic in developing an entrepreneurial growth mindset. The authors contend that teacher education programs, professional development initiatives, and key stakeholders have a pivotal role to play in developing and supporting students’ STEM and entrepreneurship competencies.
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If you always do what you always did, you will always get what you always got.
Albert Einstein, Genius
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DeCoito, I., Briona, L.K. (2023). Fostering an Entrepreneurial Mindset Through Project-Based Learning and Digital Technologies in STEM Teacher Education. In: Kaya-Capocci, S., Peters-Burton, E. (eds) Enhancing Entrepreneurial Mindsets Through STEM Education. Integrated Science, vol 15. Springer, Cham. https://doi.org/10.1007/978-3-031-17816-0_9
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