Enhancing Student Engagement in Entrepreneurship Education for Undergraduate Student through Gamification Methods

Satria, Vinza Hedi and Zuhroh, Nur Fatimatuz and Sari, Juwita (2024) Enhancing Student Engagement in Entrepreneurship Education for Undergraduate Student through Gamification Methods. Asian Journal of Education and Social Studies, 50 (8). pp. 206-214. ISSN 2581-6268

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Abstract

Aims: This research aimed to assess and implement gamification methods in teaching entrepreneurship learning materials at the undergraduate level. The study anticipates its findings to serve as a benchmark for educators seeking to enhance student engagement in their courses, particularly in Entrepreneurship. These outcomes are expected to offer practical insights and strategies for improving learning experiences and outcomes across various educational disciplines.

Study design: The research’s method consists of three phases: First is to design the gamification method, second is the implementation and third is evaluation to understand the effect of gamification on student engagement in class.

Place and Duration of Study: The research will be conducted over a period of one week for a single topic. It will involve one class of college students which consists of 48 students from those who are enrolled in the entrepreneurship course.

Methodology: The first phase of the research will design the gamification method for one learning material. For current research, one learning material were chosen based on curriculum applied by Sekolah Tinggi Ilmu Ekonomi Indonesia Surabaya. The curriculum from mentioned educational institute were chosen since all the respondents participated in the research were student from fore-mentioned educational institute. Thus, a gamification of Break-Even Point was created during this phase. Second, the implementation, the students were asked to do certain assignments related to the research. Third, after completing the assignments, students are asked to provide evaluations of the tasks they worked on in the form of questionnaire surveys. These evaluations are then analyzed and form the basis of the research results.

Results: From 48 students, roughly 88% of the student (42 students) were interested with the gamification method given to them and it increase their knowledge on the topics. 10 students already know the topic delivered by the gamification from previous course they had attended but think that the gamification method is interesting. The rest of the students feel no effect from the gamification at all.

Conclusion: From the result of the research, it is safe to assume that gamification method is effective to increase student engagement. Most students agreed when asked if the Entrepreneurship material presented was enjoyable. When asked if the method used was more engaging than traditional oral teaching, most students also agreed. Some students even suggested using the same method for future lessons.

Item Type: Article
Subjects: Digital Academic Press > Social Sciences and Humanities
Depositing User: Unnamed user with email support@digiacademicpress.org
Date Deposited: 30 Jul 2024 05:28
Last Modified: 30 Jul 2024 05:28
URI: http://science.researchersasian.com/id/eprint/1837

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