What do they like and dislike from game-based entrepreneurship learning? A qualitative study

Muhamad Ahsan*, Aun Falestien Faletehan

*Corresponding author for this work

Research output: Contribution to JournalArticleAcademicpeer-review

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Abstract

One of the ways to raise an entrepreneurial spirit through learning processes is the use of game simulation. Learning materials delivered using game simulation are expected to improve knowledge, understandings, and insights related to entrepreneurship. This study aimed to examine individual’s understanding of game-based entrepreneurship learning based on the expressions of like and dislike. Data of this study were collected by means of an open-ended questionnaire through a survey conducted for nine years (2011-2019). As many as 441 students participated in the entrepreneurship game called “Start and Improve Your Business (SIYB)” at a university in Indonesia. The collected data were analyzed qualitatively using NVivo 12plus. The results showed that participants liked the game because it could increase their entrepreneurial spirit, skills, insights, and mindsets. However, what participants did not like about the game was related to its’ characteristics, the personal issues that it came out with, and the teamwork in the game. This study contributes to the development of a game-based entrepreneurship learning model by identifying participants' interests and discussing the strengths and weaknesses of the game implementation.

Abstrak: Salah satu cara membangkitkan semangat berwirausaha melalui proses pembelajaran adalah dengan simulasi permainan. Materi pembelajaran yang disampaikan melalui simulasi permainan diharapkan dapat meningkatkan pengetahuan, pemahaman, dan wawasan berwirausaha. Penelitian ini bertujuan untuk mengeksplorasi pemahaman individu atas pembelajaran kewirausahaan berbasis permainan melalui ekspresi suka dan tidak suka. Data dikumpulkan melalui angket terbuka melalui survei yang dilakukan selama kurun waktu sembilan tahun (2011-2019). Sebanyak 441 mahasiswa yang terlibat game kewirausahaan “Start and Improve Your Business (SIYB)” di sebuah perguruan tinggi di Indonesia. Data yang terkumpul dianalisis secara kualitatif dengan menggunakan NVivo 12plus. Hasil studi menunjukkan bahwa partisipan menyukai permainan karena dapat meningkatkan semangat, keterampilan, wawasan dan pola pikir kewirausahaan. Namun, partisipan tidak menyukai beberapa aspek dari permainan kewirausahaan seperti karakteristik permainan, isu-isu personal yang diangkat, dan kerjasama tim dalam permainan tersebut. Studi ini berkontribusi terhadap pengembangan model belajar kewirausahaan berbasis permainan melalui identifikasi minat yang dirasakan partisipan dan juga pembahasan atas kelebihan dan kelemahan yang muncul dalam pelaksanaan permainan.
Original languageEnglish
Pages (from-to)495-507
Number of pages13
JournalCakrawala Pendidikan
Volume40
Issue number2
DOIs
Publication statusPublished - Jun 2021

Bibliographical note

Indonesian title: Apa yang mereka suka dan tidak suka dari pembelajaran kewirausahaan berbasis permainan? Studi kualitatif.

Publisher Copyright:
© 2021, Universitas Negeri Yogyakarta (Yogyakarta State University). All rights reserved.

Copyright:
Copyright 2021 Elsevier B.V., All rights reserved.

Keywords

  • Entrepreneurial insights
  • Entrepreneurial mindsets
  • Entrepreneurial skills
  • Entrepreneurial spirit
  • Game-based entrepreneurship learning

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