ArticlePDF Available

Enhancing Student Engagement in Entrepreneurship Education for Undergraduate Student through Gamification Methods

Authors:

Abstract

Aims: This research aimed to assess and implement gamification methods in teaching entrepreneurship learning materials at the undergraduate level. The study anticipates its findings to serve as a benchmark for educators seeking to enhance student engagement in their courses, particularly in Entrepreneurship. These outcomes are expected to offer practical insights and strategies for improving learning experiences and outcomes across various educational disciplines. Study design: The research's method consists of three phases: First is to design the gamification method, second is the implementation and third is evaluation to understand the effect of gamification on student engagement in class. Place and Duration of Study: The research will be conducted over a period of one week for a single topic. It will involve one class of college students which consists of 48 students from those who are enrolled in the entrepreneurship course. Methodology: The first phase of the research will design the gamification method for one learning material. For current research, one learning material were chosen based on curriculum applied by Sekolah Tinggi Ilmu Ekonomi Indonesia Surabaya. The curriculum from mentioned educational institute were chosen since all the respondents participated in the research were student from fore-mentioned educational institute. Thus, a gamification of Break-Even Point was created during this phase. Second, the implementation, the students were asked to do certain assignments related to the research. Third, after completing the assignments, students are asked to provide evaluations of the tasks they worked on in the form of questionnaire surveys. These evaluations are then analyzed and form the basis of the research results. Results: From 48 students, roughly 88% of the student (42 students) were interested with the gamification method given to them and it increase their knowledge on the topics. 10 students already know the topic delivered by the gamification from previous course they had attended but think that the gamification method is interesting. The rest of the students feel no effect from the gamification at all. Conclusion: From the result of the research, it is safe to assume that gamification method is effective to increase student engagement. Most students agreed when asked if the Entrepreneurship material presented was enjoyable. When asked if the method used was more engaging than traditional oral teaching, most students also agreed. Some students even suggested using the same method for future lessons.
_____________________________________________________________________________________________________
*Corresponding author: Email: nurfatimatuzz@stiesia.ac.id;
Cite as: Satria, Vinza Hedi, Nur Fatimatuz Zuhroh, and Juwita Sari. 2024. “Enhancing Student Engagement in
Entrepreneurship Education for Undergraduate Student through Gamification Methods”. Asian Journal of Education and Social
Studies 50 (8):206-14. https://doi.org/10.9734/ajess/2024/v50i81521.
Asian Journal of Education and Social Studies
Volume 50, Issue 8, Page 206-214, 2024; Article no.AJESS.120146
ISSN: 2581-6268
Enhancing Student Engagement in
Entrepreneurship Education for
Undergraduate Student through
Gamification Methods
Vinza Hedi Satria a, Nur Fatimatuz Zuhroh b*
and Juwita Sari a
a Department of Management, Sekolah Tinggi Ilmu Ekonomi Indonesia Surabaya, Indonesia.
b Department of Accounting, Sekolah Tinggi Ilmu Ekonomi Indonesia Surabaya, Indonesia.
Authors’ contributions
This work was carried out in collaboration among all authors. All authors read and approved the final
manuscript.
Article Information
DOI: https://doi.org/10.9734/ajess/2024/v50i81521
Open Peer Review History:
This journal follows the Advanced Open Peer Review policy. Identity of the Reviewers, Editor(s) and additional Reviewers,
peer review comments, different versions of the manuscript, comments of the editors, etc are available here:
https://www.sdiarticle5.com/review-history/120146
Received: 22/05/2024
Accepted: 23/07/2024
Published: 29/07/2024
ABSTRACT
Aims: This research aimed to assess and implement gamification methods in teaching
entrepreneurship learning materials at the undergraduate level. The study anticipates its findings to
serve as a benchmark for educators seeking to enhance student engagement in their courses,
particularly in Entrepreneurship. These outcomes are expected to offer practical insights and
strategies for improving learning experiences and outcomes across various educational disciplines.
Study design: The research’s method consists of three phases: First is to design the gamification
method, second is the implementation and third is evaluation to understand the effect of
gamification on student engagement in class.
Original Research Article
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
207
Place and Duration of Study: The research will be conducted over a period of one week for a
single topic. It will involve one class of college students which consists of 48 students from those
who are enrolled in the entrepreneurship course.
Methodology: The first phase of the research will design the gamification method for one learning
material. For current research, one learning material were chosen based on curriculum applied by
Sekolah Tinggi Ilmu Ekonomi Indonesia Surabaya. The curriculum from mentioned educational
institute were chosen since all the respondents participated in the research were student from fore-
mentioned educational institute. Thus, a gamification of Break-Even Point was created during this
phase. Second, the implementation, the students were asked to do certain assignments related to
the research. Third, after completing the assignments, students are asked to provide evaluations of
the tasks they worked on in the form of questionnaire surveys. These evaluations are then analyzed
and form the basis of the research results.
Results: From 48 students, roughly 88% of the student (42 students) were interested with the
gamification method given to them and it increase their knowledge on the topics. 10 students
already know the topic delivered by the gamification from previous course they had attended but
think that the gamification method is interesting. The rest of the students feel no effect from the
gamification at all.
Conclusion: From the result of the research, it is safe to assume that gamification method is
effective to increase student engagement. Most students agreed when asked if the
Entrepreneurship material presented was enjoyable. When asked if the method used was more
engaging than traditional oral teaching, most students also agreed. Some students even suggested
using the same method for future lessons.
Keywords: Educational; enterpreneurship; gamification; student engagement; break even point.
1. INTRODUCTION
The term “Student Engagement” earn it’s spot as
one of the important issue internationally [1,2].
Due to it’s vast and wide range of scope,
dimension and understanding, the definition of
“Student Engagement” sometimes became
malleable. The research that has been
conducted by [3] define Student Engagement as
two different components. First, the Learning
Engagement which include all activities that
happened in the classrom, including but not
limited to task and activities need to be done by
student. The second component is School
Engagement, where it define the attachment
each student had with their friend and teacher in
the school.
Research conducted by [4,5] tried to utilize
Kahoot! A commercial Quiz creator application
that utilize gamification method to deliver the quiz
to increase student engagement in traditional
lecture theaters. The research reported increase
in student’s engagement, retention and
concentration. Inline with the research, the
research that has been conducted by [6] show
increase of engagement and willingness from
student to learn during the COVID pandemic era.
Artificial Intelegence also had been used as one
of the strategy to increase student’s engagement
through hybrid education and yield positive result
towards student engagement [7]. Another form of
Artificial Intelegence, the LLM (Large Language
Model) Such as ChatGPT also has been utilized
to create gamification for Grammar learning [8]
Through the increase of student’s engagement
during the learning session, learning become
more fun and effective, research show increase
of student’s activity [9,10].
Increasing student engagement became an
important matters, but the problem is, not every
teacher know which strategy to apply during
learning process [2]. A research that has been
conducted by [11] gave insight on what other
researcher had done between 2016 to 2021 to
improve the student engagement. When talking
about the strategy that has been done, the most
used method are Social-Collabortive
Learning(SCL) with 58,4%, in the second place,
the Self-Directed learning with 43,2%, in the third
place, the Game-Based learning with 5,8%,
followed by Personal Learning Enviroment (PLE)
with 2,9%, other scenario 1,3% and 13,2% did
not mentioned. The research also encouraged
researcher in higher education to use text-based
tools as it’s main learning media due to highly
effectiveness in increasing student engagement.
From the previous research, the usage of game-
based learning as strategy of delivering
education material are still considered low, with
only 5.8%, there are still many unexplored
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
208
means of Game-Based strategy. Game-based
strategy or also widely known as Gamification
strategy [12], is one of strategy to deliver learning
materials through game-like process, for
example, aspect of interarctivity with freedom to
pick between certain options, reward-and
punishment and others. Previous past research
that employ this strategy show a promosing
result [13, 6, 14, 15]. The research conducted by
[16] argue the effect of gamification method. The
gamification method are indeed yield positive
result, but it all depend on the way the
gamification were created. The research
conducted by [17] gamified math learning into
puzzle-adventure-like game and yielded positive
result, research conducted by [18,5] also show
positive impact of gamification to student’s
engangement, despite some drawback of student
wear out effect that has been defined by [5] that
had been caused by class’s dynamic. Despite
the differences in learning material the
researches tries to deliver. This showed that
gamification is universial strategy that can be
used to many different course using different
media [19].
Enterpreneurship, as a college undergraduate
course require unique consideration. Unlike
many other course that were based on theory
and understanding, the student’s engagement on
enterpeneurship course became crucial thing. In
enterpreneurship course, student need to be
included and active during the learning process,
enterpreneurship require student’s creativity and
intuition [20,21] to not just see what is around but
also create something new, a business that has
not been found before. The unique nature of
enterpeneurship itself force the learning process
to be unique. A traditional oral-speech method
might not enough to deliver the enterpeneur
course and have the potential of failed to deliver
the course.
1.1 Formulating Research Question
From the introduction above, a problems were
identified. First, gamification strategy has been
proven effective to increase student’s
engagement. But previous research show small
usage of gamification despite it’s positive result.
Second, the enterpreneur course, as a unique
course which require student’s participation and
creativity would require high level of
engagement. Meaning, a special strategy is
required to deliver enterpreneur course
effectively. Thus, from two problems above, a
research question were formulated:
1.2 Can Gamification Strategy Increase
the Engagement of Enternepenur
Course?
To answer this question, research will be
conducted to answer the formulated question.
Thus, answering the question became the goal of
the conducted research.
2. METHODS
The goal of the conducted research is to
incorporate the fun and interactivity of
gamification into an entrepreneurship course,
which requires creativity and intuition from the
students. A quantitative research approach will
be utilized to achieve this goal. The first step is to
formulate a method as guidance for the
conducted research. The summary of
the research method can be seen in Fig. 1
below:
Fig. 1. Method of Research
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
209
2.1 Defining Learning Material
The gamification process will be based on
proposed theorical framework by [22] But before
entering the realm of gamification, first
enterpeneurship course material that will be
gamified need to be explained first.
Enterpreneurship course material from student’s
semester learning plan will be used as learning
material that will be gamified. For current
research, educational material: Break Even Point
(BEP) will be picked as Enterpreneurship course
education material that will be gamified [23].
2.2 Gamified Learning Material
After defining the learning material, next the
learning material that has been choosen will be
gamified. The idea of Break Even Point is to
determine the price of an item [23]. This idea
were utilized to create the base of the
gamification, to determine a price. The
difference, however, instead of measuring the
price of pre-defined item, student are able to
create their own item before counting the BEP.
The Flowchart of the Gamified Learning Material
can be seen in the Fig. 2.
First, the students were provided with price lists
of items they could choose from. They were
given the option to customize their selected item
based on the provided price list. Once they
finished customizing their item, the students were
then tasked with calculating the base price of
their customized item. After formulating the base
price, the students were asked to calculate the
Break Even Point (BEP) based on the base price
they had determined.
2.3 Tested Gamified Learning Material
The Gamified Learning Material will be tested to
one class of undergraduate college students
from Accounting Programs with total 48 students.
The research will be conducted for one day,
during the Entrepreneurship course. Each of the
students were asked to do the same task with
the limit of 120 minutes. Students were not
allowed to take a break from the task, except
bathroom break before submitting their BEP
answers.
After submitting the answer, students were given
questionnaire related to the previous task
they had done, the questionnaire consists
of question measured with Likert Scale (1-5)
to evaluate the conducted gamification learning
that previously has been done. Beside
questionnaire, the score of student’s answer
were also counted and analyzed to evaluate the
gamification.
Fig. 2. Flowchart of Gamified Learning Material
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
210
3. RESULT AND DISCUSSION
The gamification for current research will use
Bakery as it’s main theme, meaning every item
that appear in gamification process were baking
product such as dairy, flour, wrapping. After
completing the gamification, next student were
asked to answer questionnaire, the answer of the
questionnaire along with student’s score will be
analyzed to measure the successful of the
gamification process.
3.1 Gamification Material
First, student were given digital pamflet consists
of catalogue of baking material that they
can choose to customize their own bread.
The example of flour material can be seen in
Fig. 3.
Student were given customization option for their
own bread, beside flour, student were able to
choose topping from the pricelist in Fig. 4.
Student were given freedom to customize their
own bread, there are No. limitation of number of
topping each of the student choose. After
finishing their own bread, next student were
asked to choose how they wrap their maded
bread.
Next, student count their own based price and
BEP according to number of item they have
choose from the previous section. Then the
whole gamification process is finished, next
student were given questionnaire to evaluate the
gamification process.
Fig. 3. Picking Flour Material
Fig. 4.Topping Catalogue
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
211
Fig. 5. Wrapping Catalogue
3.2 Evaluation
First, before analyzing the questionnaire, the
results from measuring BEP were also analyzed.
The outcomes were categorized into two groups:
right or wrong. "Right" means the student
calculated the BEP correctly, while "wrong"
means the student did not. The results can be
seen in Fig. 6.
Out of 48 students, 45 (94%) correctly calculated
their BEP, while 3 students (6%) got it wrong.
This indicates that almost all students in the
class understood the material, suggesting
successful delivery of the content. To gain further
insight, an analysis of the questionnaire
responses is required.
The first question of the questionnaire asked
whether the students had preliminary knowledge
related to BEP calculation. The results of this
question can be seen in Fig. 7.
Out of 48 students, 10 declared that they had
prior knowledge about BEP, either from previous
schooling or independent study. Among these 10
students, 1 provided an incorrect BEP
calculation, while the remaining 9 answered
correctly. This means that 36 students (75%)
learned BEP purely through the
gamification process and successfully
implemented it.
The result of the last question can be seen in Fig.
8. The question asked whether the students were
interested in learning using the same method in
the future. Out of 48 students, a total of 42
students (88%) expressed interest in the
gamification strategy, while the remaining 6
students (12%) preferred conventional strategies.
Interestingly, all three students who previously
did not correctly calculate the BEP were
interested in the gamification method. This could
indicate that while these respondents did not fully
grasp the educational material through
gamification, they still found the method
engaging. Similarly, all ten students who already
had prior knowledge related to BEP also agreed
that the gamification strategy was interesting and
engaging.
Fig. 6. Result of the BEP Calculation
45
3
0
5
10
15
20
25
30
35
40
45
50
Student
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
212
Fig. 7. Result For Question “Do You Have Previous Knowledge About BEP?”
Fig. 8. Result For Question “Do You Interested To Learn Using This Method?”
4. CONCLUSION
The conducted research shows promising
results. Among the 48 student respondents,
almost all (88%) agreed that implementing a
gamification strategy indeed increased their
engagement during the learning session, leading
them to take a more active role. The results from
the Break Even Point (BEP) test also yielded
positive outcomes, with 94% of students correctly
calculating their BEP.
For future work, it is highly recommended to
implement gamification using a text-based
delivery strategy to enhance student
engagement in various courses. Additionally, the
improvement of evaluation methods is also highly
recommended. Currently, the evaluation of
learning engagement is done through
questionnaires; an advanced evaluation method
with better capabilities to accurately reflect
students' learning engagement could be a
significant breakthrough. Gamified aspect can
also held huge factor to the success of the
gamification. Research conducted by [24]
utilize the inter-personal aspect to increase
the gamification on english course. In the
future, it could be possible to further increase
the gamification material that able to utilize
same aspect, only this time in the
enterpenurial context [25]. Utiliizing technology
to increase the success of the
gamification can also be done for the future
research [10, 25].
DISCLAIMER (ARTIFICIAL INTELLIGENCE)
Author(s) hereby declare the usage of LLM
(Large Language Model) AI in the form of:
1. Chat GPT 4.0 as proof reading tool for
author’s work. It is important to point out
that the author did not use the LLM to fully
generate any text for any part of the
manuscript
CONSENT
All data collected from this research was handled
with consideration for respondents' privacy. No
real identities of the respondents were disclosed
on this research paper.
ACKNOWLEDGEMENT
The author of the paper would like to thank the
editorial team of the Asian Journal of Education
10
38
Have preliminary knowledge Did not have preliminary knowledge
42
6
Interested Not Interested
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
213
and Social Studies for their assistance in the
publication process of this manuscript. The
author also wishes to inform that this research
did not receive any form of funding from parties
outside the author team.
COMPETING INTERESTS
Authors have declared that no competing
interests exist.
REFERENCES
1. Caponetto I, Earp J, Ott M. Gamification
and Education : A Literature; 2014.
2. Pedler M, Hudson S, Yeigh T. The
teachers’ role in student engagement:
A review. Australian Journal of
Teacher Education (Online). 2020;45(3):
4862.
Available:https://search.informit.org/doi/abs
/10.3316/ielapa.270830255864389
3. Wong ZY, Liem GAD. Student
engagement: Current state of the
construct, conceptual refinement, and
future research directions. Educational
Psychology Review. 2021;34(1):107138.
Available:https://doi.org/10.1007/S10648-
021-09628-3
4. Holbrey CE. Kahoot. Using a game-based
approach to blended learning to support
effective learning environments and
student engagement in traditional lecture
theatres. Technology, Pedagogy and
Educatio. 2020;29(2):191202.
Available:https://doi.org/10.1080/1475939X
.2020.1737568
5. Wang AI. The wear out effect of a game-
based student response system.
Computers and Education. 2015;82:217
227.
Available:https://doi.org/10.1016/J.COMPE
DU.2014.11.004
6. Dorfner N, Zakerzadeh R. Teaching Tips
(COVID) academic games as a form of
increasing student engagement in remote
teaching. Biomedical Engineering
Education. 2021;1.
Available:https://doi.org/10.1007/s43683-
021-00048-x
7. Almusaed A, Almssad A, Yitmen I, Homod
RZ. (2023). Enhancing student
engagement: Harnessing “AIED”’s power
in hybrid educationa review analysis.
Education Sciences. 2023;13:632.
Available:https://doi.org/10.3390/EDUCSCI
13070632
8. Anpurnan LP, Sihananto AN, Atmaja PW.
Pengembangan Aplikasi Pembelajaran
Grammar Bahasa Inggris Menggunakan
Gamifikasi dan ChatGPT. Router : Jurnal
Teknik Informatika Dan Terapan.
2024;2(2):6574.
Available:https://doi.org/10.62951/ROUTE
R.V2I2.60
9. Lopez-Gazpio I. Gaining student
engagement through project-based
learning: A competitive 2d game
construction case study. IEEE Access.
2022;10:18811892.
Available:https://doi.org/10.1109/ACCESS.
2021.3139764
10. Nadeem M, Oroszlanyova M, Farag W.
Effect of digital game-based learning on
student engagement and motivation.
Computers. 2023;12:177.
Available:https://doi.org/10.3390/COMPUT
ERS12090177
11. Bond M, Buntins K, Bedenlier S, Zawacki-
Richter O, Kerres M. Mapping research in
student engagement and educational
technology in higher education: A
systematic evidence map. International
Journal of Educational Technology in
Higher Education. 2020;17(2).
Available:https://doi.org/10.1186/s41239-
019-0176-8
12. Khaldi A, Bouzidi R, Nader F. Gamification
of e-learning in higher education: A
systematic literature review. Smart
Learning Environments. 2023;10(1):131.
Available:https://doi.org/10.1186/S40561-
023-00227-Z/FIGURES/2
13. Beca P, Aresta M, Ortet C, Santos R,
Veloso AI, Ribeiro S. Promoting student
engagement in the design of digital games:
The creation of games using a Toolkit to
Game Design. Proceedings - IEEE 20th
International Conference on Advanced
Learning Technologies, ICALT. 2020;98
102.
Available:https://doi.org/10.1109/ICALT496
69.2020.00037
14. Deterding S, Dixon D, Khaled R, Nacke L.
From game design elements to
gamefulness: Defining “gamification.
Proceedings of the 15th International
Academic Mind Trek Conference:
Envisioning Future Media Environments,
Mind Trek. 2011;915.
Available:https://doi.org/10.1145/2181037.
2181040
15. Satria VH. Interactive NPC for interactive
learning media to increase student’s
Satria et al; Asian J. Educ. Soc. Stud., vol. 50, no. 8, pp. 206-214, 2024; Article no.AJESS.120146
214
knowledge on Indonesia’s traditional
music. MERAKI: Journal of Creative
Industries. 2024;01(02):112.
Available:https://journal.ubaya.ac.id/index.
php/meraki/index
16. Hamari J, Koivisto J, Sarsa H. Does
Gamification Work? -- A literature review of
empirical studies on gamification. 2014
47th Hawaii International Conference on
System Sciences (HICSS). 2014;3025
3034.
Available:https://doi.org/10.1109/HICSS.20
14.377
17. Lifindra BH, Herumurti D, Kuswardayan I.
The effects of mathematics game-based
learning with random maze generation.
International Seminar on Application for
Technology of Information and
Communication: Smart Technology Based
on Industry 4.0: A New Way of Recovery
from Global Pandemic and
Global Economic Crisis, I Semantic.
2023;6974.
Available:https://doi.org/10.1109/ISEMANT
IC59612.2023.10295276
18. Su CH, Cheng CH. A mobile gamification
learning system for improving the
learning motivation and achievements.
Journal of Computer Assisted Learning.
2015;31(3):268286.
Available:https://doi.org/10.1111/JCAL.120
88
19. Kasali R, Nasution AH, Purnomo BR,
Ciptarahayu A, Larso D, Mirzanti IR,
Rustiadi S, Daryanto HK, Mulyana A.
Modul kewirausahaan. Hikmah; 2010.
20. Yi R, Lyu B, Wang H, Huang W.
Entrepreneurial passion, entrepreneurial
expectation and entrepreneurial decision-
making among college students. Journal of
Psychology in Africa. 2020;30(4):323329.
Available:https://doi.org/10.1080/14330237
.2020.1796094
21. Rivera ES, Garden CLP. Gamification for
student engagement: A framework.
Journal of Further and Higher Education.
2021;45(7):9991012.
Available:https://doi.org/10.1080/0309877
X.2021.1875201
22. Utami Y, Mubarok A. Determining
products or services pricing on MSME
using Break even point analysis method.
Business and Accounting Research
(IJEBAR) Peer Reviewed-International
Journal. 2021;5.
Available:https://jurnal.stie-
aas.ac.id/index.php/IJEBAR
23. Putu Wulantari N, Rachman A, Nurmalia
Sari M, Jola Uktolseja L, Rofi A, Saraswati
Tabanan I, Pahlawan No J, Peken D,
Tabanan K, Tabanan K, Halu Oleo U,
Hijau Bumi Tridharma K, Kambu K,
Kendari K, Tenggara S, Muhammadiyah
Sungai Penuh S, Martadinata No JR,
Sungai Penuh P, Sungai Penuh K, Sungai
Penuh K. The role of gamification in
English language teaching: A literature
review. Journal on Education. 2023;6
(1):28472856.
Available:https://doi.org/10.31004/JOE.V6I
1.3328
24. Yi R, Cao Y, Lyu B, Huang Q.
Social entrepreneurship orientation and
corporate dual performance: A serial
mediation model. South African Journal of
Business Management. 2024;55(1):
13.
Available:https://doi.org/10.4102/SAJBM.V
55I1.4434
25. Sari J, Mildawati T, Yahya Y, Kurnia K.
Pemanfaatan aplikasi keuangan digital
untuk mewujudkan UKM handal. Jurnal
Inovasi Hasil Pengabdian Masyarakat
(JIPEMAS). 2022;5(2):210220.
Available:https://doi.org/10.33474/JIPEMA
S.V5I2.13976
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual
author(s) and contributor(s) and not of the publisher and/or the editor(s). This publisher and/or the editor(s) disclaim responsibility for
any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.
© Copyright (2024): Author(s). The licensee is the journal publisher. This is an Open Access article distributed under the terms
of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use,
distribution, and reproduction in any medium, provided the original work is properly cited.
Peer-review history:
The peer review history for this paper can be accessed here:
https://www.sdiarticle5.com/review-history/120146
... досліджують упровадження методів гейміфікації у навчання підприємництва на бакалаврському рівні. Результати цього дослідження є корисними для викладачів, які хочуть підвищити залучення студентів до своїх дисциплін [7]. У статті М. Паска розглядаються важливість взаємин між викладачем і студентом для успішного здійснення навчальних процесів [8]. ...
... Therefore, for college students, obtaining sufficient financial support is not only a necessary condition to solve the initial capital problem of entrepreneurship, but also an important guarantee to stimulate their entrepreneurial enthusiasm and enhance entrepreneurial confidence. The urgency of funding needs is particularly acute in the early stages of start-ups [44]. On the one hand, entrepreneurs need to invest a lot of money in market research, product development, team building, marketing promotion and other aspects, in order to quickly occupy the market, form a competitive advantage. ...
Article
Full-text available
This paper compares the effects of the conditional elements of entrepreneurial ecosystem in China universities on entrepreneurial intention of Chinese and Korean university students. This paper systematically analyzes several conditional elements of university entrepreneurship ecosystem, including policy support, educational resources, financial support, entrepreneurial culture and entrepreneurial mentor guidance, and discusses how these elements affect entrepreneurial intention of college students in China and South Korea respectively. The data were collected by questionnaire survey and analyzed by SPSS26.0, AMOS26.0 and Stata17.0 software to test the correlation between the above factors and entrepreneurial intention of college students. The results show that the conditional factors of university entrepreneurship ecosystem (policy support, educational resources, financial support and entrepreneurial culture) have significant positive effects on entrepreneurial intention of college students in China and South Korea; policy support, educational resources, financial support and entrepreneurial culture play an important role in stimulating entrepreneurial intention of college students; the guidance of entrepreneurial mentors has a mediating effect on entrepreneurial intention of college students in both countries. By comparing the influence of these factors, this study aims to reveal the similarities and differences between university entrepreneurship ecosystems in China and South Korea in shaping college students 'entrepreneurial intention, and provide reference for further optimizing entrepreneurial environment and enhancing college students' entrepreneurial enthusiasm.
Article
Full-text available
Purpose: Shouldering dual missions, social entrepreneurship-oriented enterprises often face the challenge of mission drift when confronted with environmental dynamics and limited resources. Therefore, based on the resource-based view, this article explores the mechanism of effective resource management in the process of achieving dual performance in social entrepreneurship-oriented enterprises. Design/methodology/approach: In this study, 220 enterprises in China were surveyed. A quantitative approach, utilising convenience sampling for survey distribution, was employed, and the proposed model was tested using structural equation modelling (SEM) and Fuzzy-Set Qualitative Comparative Analysis (fsQCA). Findings/results: We found that: (1) Social entrepreneurship orientation (SEO) has a significant positive effect on corporate dual performance. (2) Social entrepreneurship orientation positively affects corporate dual performance through resource management, and this mediating role is played through multiple paths – separate mediating roles of resource acquisition, resource integration, and resource utilisation, serial mediating roles of resource acquisition and resource integration, serial mediating roles of resource acquisition and resource utilisation, serial mediating roles of resource integration and resource utilisation, and serial mediating roles of resource acquisition, resource integration, and resource utilisation. (3) The fsQCA analysis shows that there are two ways to realise corporate dual performance, namely, social entrepreneurship orientation-dominated means and resource management-dominated means. Practical implications: Companies in a period of social transformation should pay more attention to the role of social entrepreneurship orientation. In addition, they need to take a close look at resource management to effectively alleviate the pressure they face in fulfilling their social mission and realising economic values. Originality/value: These findings not only reveal the impact of social entrepreneurship orientation on corporate dual performance and its specific mechanism but also enhance the theoretical explanation of analysing the heterogeneity of SEO practice under the resource-based view.
Article
Full-text available
In the age of digitalization, society has become increasingly accustomed to the utilization of electronic devices. This phenomenon has also had a discernible impact on the gaming market, with an estimated population of over 1.1 billion gamers across the Asia Pacific region. This figure is anticipated to continue its upward trajectory, particularly in the context of the ongoing pandemic, which has compelled individuals to remain at home and conduct their activities primarily online. Consequently, the adaptation of educational resources to align with this digital era is imperative. The conducted research aim to develop an adaptation of educational resource through interactive media. This research propose the development of an interactive Non-Playable Character (NPC) capable of responding to inquiries pertaining to indigenous musical instruments. To assess the efficacy of our work, we have implemented two distinct evaluation methodologies. Firstly, we have assessed the accuracy of the proposed NPC. Secondly, we have administered a questionnaire to gauge the degree of satisfaction experienced by users when acquiring educational content through our proposed NPC. The results of our evaluation indicate that interactive NPCs can indeed be employed, albeit with a relatively modest impact on enhancing the interactivity of the educational process. Deploying interactive NPC as learning media is recommended for future research. Citation (IEEE Style): V.
Article
Full-text available
Currently, academia is grappling with a significant problem—a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can be used to engage and motivate them in the learning process. This study examines the effect of digital game-based learning on student engagement and motivation levels and the gender differences in online learning settings. This study was conducted in two distinct phases. A game-based and traditional online quizzing tools were used to compare levels of engagement and motivation, as well as to assess the additional parameter of gender difference. During the first phase of the study, 276 male and female undergraduate students were recruited from Sophomore Seminar classes, and 101 participated in the survey, of which 83 were male and 18 were female. In the second phase, 126 participants were recruited, of which 107 (63 females and 44 males) participated in the anonymous feedback surveys. The results revealed that digital game-based learning has a more positive impact on student engagement and motivation compared to traditional online activities. The incorporation of a leaderboard as a gaming element in the study was found to positively impact the academic performance of certain students, but it could also demotivate some students. Furthermore, female students generally showed a slightly higher level of enjoyment toward the games compared to male students, but they did not prefer a comparison with other students as much as male students did. The favorable response from students toward digital game-based activities indicates that enhancing instruction with such activities will not only make learning an enjoyable experience for learners but also enhance their engagement.
Article
Full-text available
The implementation of community empowerment programs always involves the participation of the community itself, which will later be integrated in a planning, implementation, control, and follow-up of the results of the program implementation such as its use and maintenance. With the development of the UMKM Community, there are problems that must be addressed in order to continue to develop and maximize the desired profit. One of the most important components in the problem of determining Profit is how they can determine the selling price and how to know the break-even point in producing the goods / services they market. Price is the exchange rate of goods or services which is stated in the unit of currency (rupiah). Price is an important marketing mix element in product marketing. MSMEs need to determine the selling price carefully. Setting prices too high will cause sales to decline, while setting prices too low can reduce the profits of MSMEs businesses. In a business, it can be concluded that fixed costs are constant expenses that must continue to be incurred, even though there is no production activity. Conversely, variable costs are only incurred by the business owner when carrying out the production of goods or services. Even though the two types of costs are different in one way or another, they must still be considered in running a business. The calculation of fixed costs and variable costs will help in determining the production costs that must be incurred in developing a business that is being run.
Article
Full-text available
Program pemerintah “Belanja di Warung Tetangga” merupakan salah satu upaya meningkatkan transaksi penjualan di toko kelontong, yang mayoritas dikelola pemilik dengan ekonomi menengah kebawah. Di sisi lain, dengan adanya pembatasan ruang gerak masyarakat atas himbauan dari pemerintah untuk menekan penyebaran COVID-19, perilaku belanja masyarakat mulai berubah. Jika biasanya berbelanja di Supermarket, menjadi diam dirumah dan berbelanja di dekat rumah. Hal ini menunjukkan fakta bahwa pembeli toko kelontong memang menurun, tetapi penjualan barang kebutuhan rumah tangga tetap berjalan. Penjualan bahan pokok masih terus beroperasi. Oleh karena itu, sembari bertahan ditengah pandemi mungkin saja toko kelontong dapat mengefisiensikan operasionalnya. Kegiatan pengabdian masyarakat dengan mitra bisnis toko kelontong ini menguraikan solusi atas permasalahan toko kelontong yaitu melalui kegiatan pendampingan pengelolaan keuangan menggunakan aplikasi BukuWarung. Kontribusi mendasar dari kegiatan ini adalah peningkatan UKM toko kelontong dalam mengelola efektivitas finansialnya. Menambah pemahaman UKM toko kelontong terkait pencatatan finansial secara digital dan membuka wawasan pemilik toko kelontong akan perkembangan teknologi saat ini. Harapannya, di masa pandemi ini UKM Toko kelontong dapat bertahan serta mampu melakukan efisiensi keuangan dengan mencatat setiap transaksi yang timbul dari bisnis toko kelontong dengan rapi menggunakan aplikasi BukuWarung.
Article
Full-text available
We examined entrepreneurial passion influences on entrepreneurial decision-making, and entrepreneurial expectation among 427 Chinese college students (female = 49.41%; mean age = 20.85 years, SD = 1.13 years). The students completed surveys on entrepreneurial passion, entrepreneurial expectation, entrepreneurial ability, and entrepreneurial decision-making. Results from path analysis indicated students with high entrepreneurial passion scores to also have high entrepreneurial decision-making scores. Students’ entrepreneurial expectation mediated the relationship between entrepreneurial passion and college students’ entrepreneurial decision-making. The students’ entrepreneurial ability moderated the relationship between entrepreneurial passion and entrepreneurial decision-making through entrepreneurial expectation. Entrepreneurial decision-making capabilities of students may provide insights into policies for entrepreneurial practice and education programs.
Article
Full-text available
Digital technology has become a central aspect of higher education, inherently affecting all aspects of the student experience. It has also been linked to an increase in behavioural, affective and cognitive student engagement, the facilitation of which is a central concern of educators. In order to delineate the complex nexus of technology and student engagement, this article systematically maps research from 243 studies published between 2007 and 2016. Research within the corpus was predominantly undertaken within the United States and the United Kingdom, with only limited research undertaken in the Global South, and largely focused on the fields of Arts & Humanities, Education, and Natural Sciences, Mathematics & Statistics. Studies most often used quantitative methods, followed by mixed methods, with little qualitative research methods employed. Few studies provided a definition of student engagement, and less than half were guided by a theoretical framework. The courses investigated used blended learning and text-based tools (e.g. discussion forums) most often, with undergraduate students as the primary target group. Stemming from the use of educational technology, behavioural engagement was by far the most often identified dimension, followed by affective and cognitive engagement. This mapping article provides the grounds for further exploration into discipline-specific use of technology to foster student engagement.
Article
Gamification, the application of game elements to non-game situations, has gained traction in education as a mechanism for improving motivation and/or learning outcomes. Although it is widely accepted that gamification enhances these aspects of engagement in business and education settings, there is equivocal supporting evidence. Research has emphasised behavioural responses to gamification, although there is some evidence that gamification can support deeper cognitive and affective aspects. It continues to remain unclear how gamification influences student engagement and leads to learning, a significant gap in the literature to date. In this conceptual article, we fill the gap between practice and theory through the synthesis of student engagement and gamification literature into a new Gamification for Student Engagement Framework. The provisional Framework should, for the first time, enable practitioners to systematically design gamified learning experiences, through the purposeful selection of game attributes according to the desired student experience, and consequence of, engagement. Although we focus on learning outcomes, the Framework has the potential to improve others such as student satisfaction and wellbeing across many settings and disciplines. It can also be used to gather much needed empirical evidence about the effectiveness of the approach on desired outcomes.
Conference Paper
Involving students in the creation of their own games about a theme may enhance the interest toward the addressed topic, a sense of ownership and a better understanding of the value of what is learned. This paper presents the application of a Toolkit to Game Design in two Game Creation sessions with upper-secondary students. The Toolkit was developed in the context of the Gamers4Nature project and includes resources and tools designed to enhance the active participation of the youngest audience in game creation activities, while promoting environmental preservation and biodiversity conservation. The Toolkit to Game Design was used in two Game Design sessions organized with upper-secondary students (n= 28). By using the Toolkit, 10 functional prototypes of digital games were created. Students enhanced the Toolkit’s ease of use, mentioned that it was an engaging approach to game creation and that its use promoted a more active way to addressed the educational content and the programming activity. Preliminary results indicate that the Toolkit can be seen as an engaging approach to game creation, able to be adopted in different upper-secondary and higher education disciplines and fields.
Article
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context-aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and implemented in an elementary school science curriculum to improve student motivation and to help students engage more actively in their learning activities. The responses to our questionnaire indicate that students valued the outdoor learning activities made possible by the use of a smartphone and its functions. Pre- and post-test results demonstrated that incorporating mobile and gamification technologies into a botanical learning process could achieve a better learning performance and a higher degree of motivation than either non-gamified mobile learning or traditional instruction. Further, they revealed a positive relationship between learning achievement and motivation. The correlation coefficient for ARCS dimensions and post-test shows that the ARCS-A (attention) is greater than ARCS-R, ARCS-C and ARCS-S. This means that the attention (ARCS-A) of this system is an important dimension in this research. The results could provide parents, teachers and educational organizations with the necessary data to make more relevant educational decision.