通过商业模拟游戏促进创业意图和能力

IF 4 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Lusia Maryani Silitonga, Budi Dharmawan, Astrid Tiara Murti, Ting-Ting Wu
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引用次数: 0

摘要

商业模拟游戏(BSG)提供了一个独特的机会,让学生在模拟的商业环境中获得实践经验。本研究旨在探讨创业sg对大学生创业意向和创业能力的促进作用。这项研究是在48名学生中进行的,他们参加了BSG作为他们创业教育(EE)的一部分。本研究采用准实验的方法来测量学生认知和非认知创业能力的变化,以及他们的创业意图。结果表明,参与创业sg显著提高了学生的认知和非认知创业能力,以及他们的创业意愿。本研究认为,创业sg是促进大学生情感表达和培养大学生创业能力的有效教学策略。然而,需要进一步的研究,以更大的样本量和不同的人群来证实这些发现,并探索如何将创业sg与其他教学方法或干预措施相结合,以促进创业能力和意向的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Promoting Entrepreneurial Intentions and Competencies Through Business Simulation Games
Business simulation games (BSG) offer a unique opportunity to provide students with hands-on experience in a simulated business environment. This study aims to explore the effectiveness of BSG in promoting entrepreneurial intentions and competencies among undergraduate students. The study was conducted with 48 students, who participated in BSG as part of their entrepreneurship education (EE). The study used a quasi-experiment to measure changes in students' cognitive and non-cognitive entrepreneurial competencies, as well as their entrepreneurial intentions. The results show that participation in the BSG significantly improved students' cognitive and non-cognitive entrepreneurial competencies, as well as their intention to start a new business. The study concludes that BSG can be an effective teaching strategy for promoting EE and developing entrepreneurial competencies among undergraduate students. However, further research with larger sample sizes and diverse populations is needed to confirm these findings and explore how combining BSG with other teaching methods or interventions can enhance the development of entrepreneurial competencies and intentions.
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来源期刊
Journal of Educational Computing Research
Journal of Educational Computing Research EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
11.90
自引率
6.20%
发文量
69
期刊介绍: The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.
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