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Triggering Entrepreneurial Education through Gaming and Promotion of Learners’ Satisfaction
This paper offers a comprehensive pedagogic and methodological experiment in which a new game was tested for both its conceptual consistency and pragmatic power to propel learners’ satisfaction and consequently promote entrepreneurial and innovative skills. This research investigates the impact of a...
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Published in: | The international journal of learning in higher education 2022, Vol.30 (1), p.125-140 |
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Main Authors: | , , |
Format: | Article |
Language: | English |
Subjects: | |
Online Access: | Get full text |
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Summary: | This paper offers a comprehensive pedagogic and methodological experiment in which a new game was tested for both its conceptual consistency and pragmatic power to propel learners’ satisfaction and consequently promote entrepreneurial and innovative skills. This research investigates the impact of a game-based educational strategy on learners’ satisfaction and skills development, which creatively combines diverse theoretical models. The study experimentally evaluates pedagogic impacts through simultaneous examinations of performance expectancy (PE), effort expectancy (EE), and perceptions of innovative skill enhancement. Measurements were taken in consonance with the technology acceptance model (TAM 1–3) and unified theory of acceptance and use of technology (UTAUT). After student participation in specific theoretical classes and sensitization workshops, diverse students were surveyed. Collected data were analyzed through factorial analysis and a hierarchical regression in two stages. During the first stage, hierarchical regressions explained 50 percent of variance regarding learner satisfaction (SAT) through moderating and DNA variables. In the second stage, after introducing PE and EE, SAT went up by 17.3 percent. |
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ISSN: | 2327-7955 2327-8749 |
DOI: | 10.18848/2327-7955/CGP/v30i01/125-140 |