Playing to Learn: Preliminary Investigation into the Use of Serious Games for Fostering Entrepreneurial Attributes in Large Classes for University Students

This paper investigates the perceived impact of a serious game designed to enhance entrepreneurial attributes among university students within a large-class setting. Developed by a private university in Malaysia, the serious game integrates into a credit-bearing module on entrepreneurship, aiming to foster an entrepreneurial mindset and skills through experiential learning. The game’s deployment addresses the challenge of scaling high-quality entrepreneurship education across diverse student populations. This preliminary study assesses the impact of cultivating entrepreneurial self-efficacy (ESE), grit, risk-taking propensity, tolerance for ambiguity, and creativity among students. The research highlights significant improvements in ESE and grit, with nuanced decreases in risk-taking, tolerance for ambiguity, and creativity post-gameplay, suggesting a more mature understanding of the entrepreneurial process amongst the students. The findings contribute to discussions on pedagogical strategies in entrepreneurship education, showcasing the impact of serious games in entrepreneurship education for large classes.

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Publication Details

Published
2024-09-13
DOI
https://doi.org/10.1109/icet62460.2024.10868779
Primary Topic
Grit, Self-Efficacy, and Motivation
Type
article
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article

Playing to Learn: Preliminary Investigation into the Use of Serious Games for Fostering Entrepreneurial Attributes in Large Classes for University Students

Ann Rosnida Md Deni, Hui Yan Yeong, Wai Chuen Poon
Grit, Self-Efficacy, and Motivation
article

Playing to Learn: Preliminary Investigation into the Use of Serious Games for Fostering Entrepreneurial Attributes in Large Classes for University Students

Ann Rosnida Md Deni, Hui Yan Yeong, Wai Chuen Poon
article en

Abstract

This paper investigates the perceived impact of a serious game designed to enhance entrepreneurial attributes among university students within a large-class setting. Developed by a private university in Malaysia, the serious game integrates into a credit-bearing module on entrepreneurship, aiming to foster an entrepreneurial mindset and skills through experiential learning. The game’s deployment addresses the challenge of scaling high-quality entrepreneurship education across diverse student populations. This preliminary study assesses the impact of cultivating entrepreneurial self-efficacy (ESE), grit, risk-taking propensity, tolerance for ambiguity, and creativity among students. The research highlights significant improvements in ESE and grit, with nuanced decreases in risk-taking, tolerance for ambiguity, and creativity post-gameplay, suggesting a more mature understanding of the entrepreneurial process amongst the students. The findings contribute to discussions on pedagogical strategies in entrepreneurship education, showcasing the impact of serious games in entrepreneurship education for large classes.

Sunway University (MY)
Decent work and economic growth
Openalex Percentile: Top 65%
Grit, Self-Efficacy, and Motivation
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