By: Almeida, F., & Buzady, Z. (2024).
In: Technology, Knowledge and Learning (D1 category Journal)
https://doi.org/10.1007/s10758-024-09729-2
Abstract
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative methodology is adopted through the development of a structured equation model that seeks to assess the effectiveness of FLIGBY in the development of three constructs related to the development of entrepreneurial skills, reduction in the perception of barriers associated with entrepreneurial activity and increase the entrepreneurial intention. The findings reveal that FLIGBY can effectively contribute to the development of the first two constructs. However, we found that it has no effect on the third construct because it was not possible to identify significant differences in the entrepreneurial intention of FLIGBY students with those of the control group. The results of this study are relevant in extending the understanding of the impact of adopting a serious game in the context of entrepreneurship education and also supports their role in the development of more immersive and student-centered training.
Cite this article
Almeida, F., Buzady, Z. The Contribution of FLIGBY to the Entrepreneurial Learning Outcomes. Tech Know Learn (2024). https://doi.org/10.1007/s10758-024-09729-2
Keywords
- Accepted 27 March 2024
- Published 03 May 2024
- DOI https://doi.org/10.1007/s10758-024-09729-2
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