Gamification of Entrepreneurship Education

被引:47
作者
Isabelle, Diane A. [1 ]
机构
[1] Carleton Univ, Sprott Sch Business, 1125 Colonel By Dr, Ottawa, ON K1S 5B6, Canada
关键词
Entrepreneurship Education; Entrepreneurial Self-Efficacy; Gamification; Shopify; Student Engagement; Student Experience; SELF-EFFICACY; INTRINSIC MOTIVATION; TECHNOLOGY; INTENTIONS; IMPACT; GAMES; SIMULATION; CLASSROOM; STUDENTS;
D O I
10.1111/dsji.12203
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification-the use of gameplay mechanics for nongame applications-enables learning by doing, yet questions abound about its effectiveness for education. This teaching brief reports on the gamification of an entrepreneurship course using a stand-alone gamification platform integrated with Shopify, a global e-commerce platform for online stores. Students experienced the entire entrepreneurship process from ideation to launch of a real business and beyond. A live leaderboard allows tracking of team performance and provides a competitive element to the experiential learning. The gamification involved the creation and operation of online ventures by 269 undergraduate students during a trimester-long undergraduate entrepreneurship course. The assessment of student learning outcomes shows that the gamified approach enhanced students' experience, engagement, and entrepreneurial self-efficacy. I conclude with pedagogical observations to assist instructors in implementing a gamified approach.
引用
收藏
页码:203 / 223
页数:21
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