Gamification in entrepreneurship education: A systematic literature review and future research agenda

Authors

DOI:

10.14211/regepe.esbj.e2490

Keywords:

Gamification, Entrepreneurial Education, Business Simulations, Systematic Literature Review, TCCM

Abstract

Objective: This study aims to understand how researchers have approached gamification in entrepreneurship education and, based on this analysis, propose directions for future research through the systematization of Theories, Contexts, Characteristics, and Methodologies (TCCM Framework). Methodology: The Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) protocol was used for the systematic review in eight research databases (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage, and Taylor & Francis). 33 empirical studies published between 2017 and 2022 were included. Main results: Most of the research did not explore a variety of existing theories, such as the Theory of Planned Behavior. Additionally, the works focus on higher education, with a gap in the context of primary and secondary education. It is suggested that samples be gender-balanced, mixed-method analyses, experimental and longitudinal studies. Contributions: The study contributes to the literature by compiling the main approaches adopted in gamified entrepreneurship education. Additionally, it proposes a research agenda based on gaps in the literature. Relevance and originality: This research adopts a joint approach of the PRISMA and TCCM protocols, advancing beyond the mere description of results, with the intent of grounding a proactive research agenda for the entrepreneurship academic community. Managerial and social contributions: The identification of best practices for the application of gamification in entrepreneurship education - game design and selection of learning objectives - provides insights for educators, policymakers, entrepreneurship support institutions, and corporate programs.

Downloads

Download data is not yet available.

Translation

Author Biography

Marcos Paulo da Silva, Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Norte (IFRN), Nova Cruz, RN, Brazil

 

 

References

Ajzen, I. (1991). The theory of planned behaviour. Organizational Behaviour and Human Decision Processes, 50 (2), 179-211. 509-526. http://doi.org/10.1016/0749-5978(91)90020-T

Aries, A., Vional, V., Saraswati, L., Wijaya, L., & Ikhsan, R. (2020). Gamification in learning process and its impact on entrepreneurial intention. Management Science Letters, 10(4), 763-768. http://dx.doi.org/10.5267/j.msl.2019.10.021

Brasil. Ministério da Educação. Conselho Nacional de Educação. Câmara de Educação Básica. Resolução nº 3, de 21 de novembro de 2018. Disponível em:

Capelo, C., Pereira, R., & Dias, J. F. (2021). Teaching the dynamics of the growth of a business venture through transparent simulations. The International Journal of Management Education, 19(3), 100549. https://doi.org/10.1016/j.ijme.2021.100549

Catalán Gil, S., & Martínez Salinas, E. (2018). Favorecer el ‘estado de flow’. La clave de los juegos de simulación empresarial, Journal of Management and Business Education, 1(2), 140-159. https://doi.org/10.35564/jmbe.2018.0011

Chemborisova, N. S., Litinski, A. L., Almetkina, L. A., & Bulankina, E. V. (2019). Project-based learning as a tool for the formation and development of the entrepreneurial skills of students. Journal of Entrepreneurship Education, 22(2), 1-13.

Chen, Y., Albert, L. J., & Jensen, S. (2022). Innovation farm: Teaching Artificial Intelligence through gamified social entrepreneurship in an introductory MIS course. Decision Sciences Journal of Innovative Education, 20(1), 43-56. https://doi.org/10.1111/dsji.12253

Chen, J., Tang, L., Tian, H., Ou, R., Wang, J., & Chen, Q. (2022). The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment. Library Hi Tech. ahead-of-print. https://doi.org/10.1108/LHT-12-2021-0509

De Lourdes Cárcamo-Solís, M., del Pilar Arroyo-López, M., del Carmen Alvarez-Castañón, L., & García-López, E. (2017). Developing entrepreneurship in primary schools. The Mexican experience of “My first enterprise: Entrepreneurship by playing”. Teaching and Teacher Education, 64, 291-304. https://doi.org/10.1016/j.tate.2017.02.013

Eggers, F., Lovelace, K. J., & Kraft, F. (2017). Fostering creativity through critical thinking: The case of business start‐up simulations. Creativity and Innovation Management, 26(3), 266-276. https://doi.org/10.1111/caim.12225

Fellnhofer, K. (2018). Game-based entrepreneurship education: impact on attitudes, behaviours and intentions. World Review of Entrepreneurship, Management and Sustainable Development, 14(1/2), 205-228. https://doi.org/10.1504/WREMSD.2018.089066

Fox, J., Pittaway, L., & Uzuegbunam, I. (2018). Simulations in entrepreneurship education: Serious games and learning through play. Entrepreneurship Education and Pedagogy, 1(1), 61-89. https://doi.org/10.1177/2515127417737285

Ghani, M. G. A., & Mohammad, N. (2021). The Integration of Logic Model in Business Plan Simulation Approach for Effective Entrepreneurial Learning. Jurnal Pengurusan, 62. https://doi.org/10.17576/pengurusan-2021-62-12

Grivokostopoulou, F., Kovas, K., & Perikos, I. (2019). Examining the impact of a gamified entrepreneurship education framework in higher education. Sustainability, 11(20), 5623. https://doi.org/10.3390/su11205623

Hyams-Ssekasi, D., Taheri, F. (2022). Re-assessing Entrepreneurship Education and Gamification as a Learning Process. In: Hyams-Ssekasi, D., Yasin, N. (eds) Technology and Entrepreneurship Education. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-84292-5_1.

Isabelle, D. A. (2020). Gamification of entrepreneurship education. Decision Sciences Journal of Innovative Education, 18(2), 203-223. https://doi.org/10.1111/dsji.12203

Kauppinen, A., & Choudhary, A. I. (2021). Gamification in entrepreneurship education: A concrete application of Kahoot!. The International Journal of Management Education, 19(3), 100563. https://doi.org/10.1016/j.ijme.2021.100563

Khodaei, A., Naderi, N., & Hosseinpour, M. (2022). The role of gamification on entrepreneurship education with a meta-synthesis approach. Karafan Quarterly Scientific Journal. http://doi.org/10.48301/kssa.2022.317311.1880

Kraus, S., Niemand, T., Scott, S., Puumalainen, K., & Oberreiner, R. (2021). Let the games begin: the relationship between video gaming and entrepreneurial mindsets. Journal of Small Business and Enterprise Development. 29(5) 807-824. https://doi.org/10.1108/JSBED-09-2021-0360

Lara-Bocanegra, A., Bohórquez, M. R., Grimaldi-Puyana, M., Gálvez-Ruiz, P., & García-Fernández, J. (2022). Effects of an entrepreneurship sport workshop on perceived feasibility, perceived desiderability and entrepreneurial intentions: a pilot study in sports science students. Sport in Society, 25(8), 1528-1544. https://doi.org/10.1080/17430437.2020.1829596

Li, G., Long, Z., Jiang, Y., Huang, Y., Wang, P., & Huang, Z. (2022). Entrepreneurship education, entrepreneurship policy and entrepreneurial competence: mediating effect of entrepreneurship competition in China. Education+ Training. ahead-of-print. https://doi.org/10.1108/ET-06-2021-0218

Liu, B., & Wang, J. (2019). Demon or angel: an exploration of gamification in management. Nankai Business Review International. 11(3), 317-343. https://doi.org/10.1108/NBRI-02-2018-0013

Melo, F. L. N. B. D., Soares, A. M. J., Sampaio, L. M. B., & Lima-de-Oliveira, R. (2023). The Impact of Gamification on Entrepreneurial Intention in a Brazilian Technical Business School. BAR-Brazilian Administration Review, 20, e210033. https://doi.org/10.1590/1807-7692bar2023210033

Memar, N., Sundström, A., & Larsson, T. (2021). Teaching causation and effectuation in the large classroom: A production–trade game. Journal of Management Education, 45(3), 438-478. https://doi.org/10.1177/1052562920951971

Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., ... & Moher, D. (2021). The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. Bmj, 372. https://doi.org/10.1136/bmj.n71

Paul, J., & Feliciano-Cestero, M. M. (2021). Five decades of research on foreign direct investment by MNEs: An overview and research agenda. Journal of business research, 124, 800-812. https://doi.org/10.1016/j.jbusres.2020.04.017

Paul, J., Merchant, A., Dwivedi, Y. K., & Rose, G. (2021). Writing an impactful review article: What do we know and what do we need to know?. Journal of Business Research, 133, 337-340. https://doi.org/10.1016/j.jbusres.2021.05.005

Pérez-Macías, N., Medina-Molina, C. & Gismera-Tierno, L. (2022). Gamification in the development of entrepreneurial intentions: a QCA analysis. Entrep Educ 5, 343–365. https://doi.org/10.1007/s41959-022-00079-7

Pérez-Pérez, C., González-Torres, T., & Nájera-Sánchez, J. J. (2021). Boosting entrepreneurial intention of university students: Is a serious business game the key?. The International Journal of Management Education, 19(3), 100506. https://doi.org/10.1016/j.ijme.2021.100506

Pratikto, H., Hanafiya, R., Ashar, M., Akbar, M. I., & Harsono, Y. T. (2021). Entrepreneurship Game Apps to Enhancement Student Skill Thinking Analytic in Class Online. Int. J. Interact. Mob. Technol., 15(8), 155-162. https://doi.org/10.3991/ijim.v15i08.21575

Ruiz-Alba, J. L., Soares, A., Rodríguez-Molina, M. A., & Banoun, A. (2019). Gamification and entrepreneurial intentions. Journal of Small Business and Enterprise Development. 26(5), 661-683. https://doi.org/10.1108/JSBED-09-2018-0266

Sarasvathy, S. D. (2001). Causation and effectuation: Toward a theoretical shift from economic inevitability to entrepreneurial contingency. Academy of management Review, 26(2), 243-263. https://doi.org/10.5465/amr.2001.4378020

Shapero, A., & Sokol, L. (1982). The social dimensions of entrepreneurship. Encyclopedia of Entrepreneurship, 72-90. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=1497759

Sharma, D., Taggar, R., Bindra, S., & Dhir, S. (2020). A systematic review of responsiveness to develop future research agenda: a TCCM and bibliometric analysis. Benchmarking: An International Journal. 27(9), 2649-2677. https://doi.org/10.1108/BIJ-12-2019-0539

Sghari, A., & Bouaziz, F. (2021). Determinants of the intention to use serious games technology in entrepreneurship education: an empirical study of Tunisian teachers. Interactive Technology and Smart Education. ahead-of-print. http://dx.doi.org/10.1108/ITSE-05-2021-0082

Sieger, P., Raemy, L., Zellweger, T., Fueglistaller, U. & Hatak, I. (2021). Global Student Entrepreneurship 2021: Insights From 58 Countries. St.Gallen/Bern: KMU-HSG/IMU-U.

Solarte, H. A., Tobar, H. F., Mesa, J. H., Trefftz, H., & Osorio, D. M. (2021). Changing perceptions about entrepreneurship and industry-related aspects and fostering innovation skills using a video game. Interactive Technology and Smart Education. 18(1), 104-118. https://doi.org/10.1108/ITSE-10-2020-0220

Sudrajat, J., Rahman, M. A., Guzman, G. A., Ricky, M. Y., & Sasongko, A. H. (2018). Innovation of entrepreneurship learning with business model canvas game. International Journal of Entrepreneurship, 22(3), 1-12.

Takemoto, T., & Oe, H. (2021). Entrepreneurship education at universities: challenges and future perspectives on online game implementation. Entrepreneurship Education, 4(1), 19-37. https://doi.org/10.1007/s41959-020-00043-3

Thanasi-Boçe, M. (2020). Enhancing students' entrepreneurial capacity through marketing simulation games. Education+ Training. 62(9), 999-1013. https://doi.org/10.1108/ET-06-2019-0109

Watson, K., McGowan, P., & Cunningham, J. A. (2017). An exploration of the Business Plan Competition as a methodology for effective nascent entrepreneurial learning. International Journal of Entrepreneurial Behavior & Research, 24(1), 121-146. https://doi.org/10.1108/IJEBR-05-2017-0158

Watson, K., & McGowan, P. (2018). Emergent perspectives toward the business plan among nascent entrepreneur start-up competition participants. Journal of Small Business and Enterprise Development. 26(3), 421-440. https://doi.org/10.1108/JSBED-02-2018-0038

Yen, W. C., & Lin, H. H. (2022). Investigating the effect of flow experience on learning performance and entrepreneurial self-efficacy in a business simulation systems context. Interactive Learning Environments, 30(9), 1593-1608. https://doi.org/10.1080/10494820.2020.1734624

Zichella, G., & Reichstein, T. (2022). Students of entrepreneurship: Sorting, risk behaviour and implications for entrepreneurship programmes. Management Learning, 13505076221101516. https://doi.org/10.1177/13505076221101516

Zulfiqar, S., Al-reshidi, H. A., Al Moteri, M. A., Feroz, H. M. B., Yahya, N., & Al-Rahmi, W. M. (2021). Understanding and predicting students’ entrepreneurial intention through business simulation games: a perspective of covid-19. Sustainability, 13(4), 1838. https://doi.org/10.3390/su13041838

Zulfiqar, S., Sarwar, B., Aziz, S., Ejaz Chandia, K., & Khan, M. K. (2019). An analysis of influence of business simulation games on business school students’ attitude and intention toward entrepreneurial activities. Journal of Educational Computing Research, 57(1), 106-130. https://doi.org/10.1177/0735633117746746

Published

2024-06-01

Métricas


Visualizações do artigo: 441     pdf downloads: 146 xml downloads: 0 Audio downloads: 6 Video downloads: 10

How to Cite

Soares, A. M. J., Melo, F. L. N. B. de, Dantas, S. de T. A., Silva, M. P. da, & Genuino , S. L. V. P. (2024). Gamification in entrepreneurship education: A systematic literature review and future research agenda. REGEPE Entrepreneurship and Small Business Journal, 13(2), e2490. https://doi.org/10.14211/regepe.esbj.e2490

Issue

Section

Research article (Theoretical-empirical)

Similar Articles

<< < 1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.

Most read articles by the same author(s)