Derrick Dodoo Prince, Eshun Yawson David
Department of Business Management, GIMPABusiness School, Ghana Institute of Management and Public Administration (GIMPA), P. Box AH 50, Achimota, Accra, Ghana.
Heliyon. 2024 May 22;10(11):e31689. doi: 10.1016/j.heliyon.2024.e31689. eCollection 2024 Jun 15.
The increasing inclusion of gamified courses in entrepreneurship programmes in higher education have left gaps in understanding the critical essentials of the multi-generational student cohort undertaking these programmes. In this paper, we interrogate the educational experiences of multi-generational higher education students in a core gamified entrepreneurship course in an undergraduate business school programme. The research analyzed 392 course feedback responses from three generations (X, Y and Z) of a multi-generational cohort. The study developed and validated a behaviour-results model for gamified entrepreneurship courses leading to student entrepreneurial intention and entrepreneurial orientation, and disaggregated student engagement into it's multiple dimensions of cognitive, behavioural and emotional. The model also validated six dimensions of individual entrepreneurship orientation. Using the model, the study found differences in the component variables based on student Generations X, Y, and Z. Also, student cognitive and behavioural engagement led to entrepreneurial intention which also influenced student entrepreneurial orientation. There were marked differences in student grit, cognitive engagement, and emotional engagement between Generations X and Z. Furthermore, generational differences existed amongst Generation Z and Y, and also for Generation Z and X in student entrepreneurial intention. The study also confirmed the difference in entrepreneurial orientation between Generations X and Z. Additionally, the study found that there is a need to contextualize student engagement facilitators such as results demonstrability of the business simulation platform, student grit and user characteristics as they have selective effects on student cognition, behavioural and emotional engagements in a multi-generational student cohort of Generation X, Y and Z.
高等教育创业项目中游戏化课程的日益增加,使得人们在理解参与这些项目的多代学生群体的关键要素方面存在差距。在本文中,我们探究了一所本科商学院项目中一门核心游戏化创业课程里多代高等教育学生的教育经历。该研究分析了来自多代群体三代(X、Y和Z)学生的392份课程反馈回复。这项研究开发并验证了一个用于游戏化创业课程的行为-结果模型,该模型导致学生的创业意向和创业导向,并将学生参与度细分为认知、行为和情感等多个维度。该模型还验证了个体创业导向的六个维度。利用该模型,研究发现基于X、Y和Z代学生的组成变量存在差异。此外,学生的认知和行为参与导致创业意向,而创业意向又影响学生的创业导向。X代和Z代学生在毅力、认知参与和情感参与方面存在显著差异。此外,Z代和Y代之间以及Z代和X代在学生创业意向方面也存在代际差异。该研究还证实了X代和Z代在创业导向方面的差异。此外,研究发现有必要将学生参与促进因素进行情境化,比如商业模拟平台的结果可展示性、学生毅力和用户特征,因为它们对X、Y和Z代多代学生群体的学生认知、行为和情感参与有选择性影响。