Abstract
Entrepreneurial games are a promising tool for entrepreneurship education. Students may gain a range of competences and – if feeling satisfied with the gaming episode – develop increased interest in the field. Despite some progress over the last decade, game development and accompanying research are still in exploratory stages. Thus, further best practice examples and insights in game mechanisms are essential. We support progress in two ways. First, we present a self-developed entrepreneurial game, called inspire! build your business. Second, based on data from three inspire! game events, we explore factors influencing gamer’s satisfaction via a quantitative approach. We find that the relationship between teacher and students, the structure of the game session and the perceived gains in competency significantly explain variance in satisfaction. These insights along with the best practice example of the inspire! game may contribute to game development and teaching.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Krajger, I., Schwarz, E.: inspire! build your business. In: ECSB 3E Conference, Enschede, The Netherlands, p. 50 (2018)
Kriz, W.C.: Systemkompetenz als Zieldimension komplexer Simulationen. Berufs- und Wirtschaftspädagogik online 10, 1–26 (2006)
Trautwein, C.: Unternehmensplanspiele im industriebetrieblichen Hochschulstudium, vol. 1, p. 307. Gabler Verlag, Wiesbaden (2010)
Garcia, J.C.S., et al.: Entrepreneurship education: state of the art. Propositos Y Representaciones 5(2), 401–473 (2017)
Kriz, W.C., Auchter, E.: 10 years of evaluation research into gaming simulation for german entrepreneurship and a new study on its long-term effects. Simul. Gaming 47(2), 179–205 (2016)
Rauch, A., Hulsink, W.: Putting entrepreneurship education where the intention to act lies: an investigation into the impact of entrepreneurship education on entrepreneurial behavior. Acad. Manage. Learn. Educ. 14(2), 187–204 (2015)
Li, N., Marsh, V., Rienties, B.: Modelling and managing learner satisfaction: use of learner feedback to enhance blended and online learning experience. Decis. Sci. J. Innovative Educ. 14(2), 216–242 (2016)
Hennig-Thurau, T., Klee, A.: The impact of customer satisfaction and relationship quality on customer retention: a critical reassessment and model development. Psychol. Mark. 14(8), 737–764 (1997)
Virtanen, M.A., et al.: The comparison of students’ satisfaction between ubiquitous and web-based learning environments. Educ. Inf. Technol. 22(5), 2565–2581 (2017)
Huang, Y.M., Huang, S.H., Wu, T.T.: Embedding diagnostic mechanisms in a digital game for learning mathematics. Etr&D-Educational Technol. Res. Dev. 62(2), 187–207 (2014)
Csikszentmihalyi, M.: Flow: Das Geheimnis des Glücks, 15th edn. Klett-Cotta, Stuttgart (2010)
Wiers-Jenssen, J., Stensaker, B.R., Grøgaard, J.B.: Student satisfaction: towards an empirical deconstruction of the concept. Qual. High. Educ. 8(2), 183–195 (2002)
Ozgungor, S.: Identifying dimensions of students’ ratings that best predict students’ self efficacy, course value and satisfaction. Egitim Arastirmalari-Eurasian J. Educ. Res. 10(38), 146–163 (2010)
Arbaugh, J.B.: Managing the on-line classroom: A study of technological and behavioral characteristics of web-based MBA courses. J. High Technol. Manage. Res. 13(2), 203–223 (2002)
Arbaugh, J.B., Duray, R.: Technological and structural characteristics, student learning and satisfaction with web-based courses: an exploratory study of two on-line MBA programs. Manage. Learn. 33(3), 331–347 (2002)
Baena-Extremera, A., et al.: Predicting satisfaction in physical education from motivational climate and self-determined motivation. J. Teach. Phys. Educ. 34(2), 210–224 (2015)
Bekele, T.A.: Motivation and Satisfaction in Internet-Supported Learning Environments: A Review. Educational Technology & Society 13(2), 116–127 (2010)
Caruana, A., La Rocca, A., Snehota, I.: Learner satisfaction in marketing simulation games: antecedents and influencers. J. Mark. Educ. 38(2), 107–118 (2016)
Hong, W., et al.: User acceptance of agile information systems: a model and empirical test. J. Manage. Inf. Syst. 28(1), 235–272 (2011)
Mikulic, J., Duzevic, I., Bakovic, T.: Exploring drivers of student satisfaction and dissatisfaction: an assessment of impact-asymmetry and impact-range. Total Qual. Manage. Bus. Excellence 26(11–12), 1213–1225 (2015)
Sun, P.-C., et al.: What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction. Comput. Educ. 50(4), 1183–1202 (2008)
Thurmond, V., et al.: Evaluation of student satisfaction: determining the impact of a web-based environment by controlling for student characteristics, vol. 16, pp. 169–190 (2002)
Kolb, D.: Individual learning styles and the learning process. Working Paper # 535–71. Sloan School of Management (1971)
Kapp, K.M., Blair, L., Mesch, R.: The Gamification of Learning and Instruction Fieldbook. Wiley, San Francisco (2014)
Kolb, A.Y., Kolb, D.A.: The learning way: meta-cognitive aspects of experiential learning. Simul. Gaming 40(3), 297–327 (2009)
Schwarz, E., Krajger, I., Holzmann, P.: Prozessmodell zur systematischen Geschäftsmodellinnovation. Geschäftsmodellinnovationen, pp. 65–77. Springer, Wiesbaden (2016)
Hair, J., et al.: Multivariate Data Analysis, 7th edn. Pearson, Upper Saddle River (2010)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Krajger, I., Lattacher, W., Schwarz, E.J. (2020). Creating and Testing a Game-Based Entrepreneurship Education Approach. In: Auer, M., Tsiatsos, T. (eds) The Challenges of the Digital Transformation in Education. ICL 2018. Advances in Intelligent Systems and Computing, vol 916. Springer, Cham. https://doi.org/10.1007/978-3-030-11932-4_65
Download citation
DOI: https://doi.org/10.1007/978-3-030-11932-4_65
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-11931-7
Online ISBN: 978-3-030-11932-4
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)