Changing perceptions about entrepreneurship and industry-related aspects and fostering innovation skills using a video game
Interactive Technology and Smart Education
ISSN: 1741-5659
Article publication date: 26 February 2021
Issue publication date: 19 May 2021
Abstract
Purpose
This study aims to find empirical evidence on how video games can foster innovation skills and change perceptions about entrepreneurship and general aspects related to the industry in Colombia while innovative pedagogical processes in teaching entrepreneurship in higher education.
Design/methodology/approach
Based on design-based research, serious games (SGs), entrepreneurial education and the innovator DNA framework, the authors collected data from undergraduate students enrolled in two online entrepreneurship courses at a Colombian university. One course is used as a treatment group where students play a video game created for the purpose of this research while the other group is used as control where traditional learning activities are performed. A self-reported method was used on the perceptions of the students after participating in the activities through questionnaires to find differences between the mean scores reported by both groups.
Findings
The results indicate that students who participated in the video game reported a higher fostering of their innovation skills and a broader change in their perception of entrepreneurship and aspects related to the coffee industry, in contrast to the students of the control group.
Originality/value
Using a video game created by EAFIT University in Colombia, this study responds to an identified need for studying the adequate use of SGs in online class contexts and the need of fostering both innovation skills and positive perceptions on entrepreneurship among students.
Keywords
Acknowledgements
Authors thank the participants for their contributions and availability for the observations.
Funding: This research was funded by MINCIENCIAS, grant number 804-2018.
Citation
Solarte, H.A., Tobar, H.F., Mesa, J.H., Trefftz, H. and Osorio, D.M. (2021), "Changing perceptions about entrepreneurship and industry-related aspects and fostering innovation skills using a video game", Interactive Technology and Smart Education, Vol. 18 No. 1, pp. 104-118. https://doi.org/10.1108/ITSE-10-2020-0220
Publisher
:Emerald Publishing Limited
Copyright © 2021, Emerald Publishing Limited