Gamification in entrepreneurship education: A systematic literature review and future research agenda
Objective: This study aims to understand how researchers have approached gamification in entrepreneurship education and, based on this analysis, propose directions for future research through the systematization of Theories, Contexts, Characteristics, and Methodologies (TCCM Framework). Methodology:...
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Veröffentlicht in: | Revista de Empreendedorismo e Gestão de Pequenas Empresas 2024, Vol.13 (2) |
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description | Objective: This study aims to understand how researchers have approached gamification in entrepreneurship education and, based on this analysis, propose directions for future research through the systematization of Theories, Contexts, Characteristics, and Methodologies (TCCM Framework). Methodology: The Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) protocol was used for the systematic review in eight research databases (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage, and Taylor & Francis). 33 empirical studies published between 2017 and 2022 were included. Main results: Most of the research did not explore a variety of existing theories, such as the Theory of Planned Behavior. Additionally, the works focus on higher education, with a gap in the context of primary and secondary education. It is suggested that samples be gender-balanced, mixed-method analyses, experimental and longitudinal studies. Contributions: The study contributes to the literature by compiling the main approaches adopted in gamified entrepreneurship education. Additionally, it proposes a research agenda based on gaps in the literature. Relevance and originality: This research adopts a joint approach of the PRISMA and TCCM protocols, advancing beyond the mere description of results, with the intent of grounding a proactive research agenda for the entrepreneurship academic community. Managerial and social contributions: The identification of best practices for the application of gamification in entrepreneurship education - game design and selection of learning objectives - provides insights for educators, policymakers, entrepreneurship support institutions, and corporate programs.
Objetivo: Este estudo busca compreender como pesquisadores têm abordado a gamificação no ensino de empreendedorismo e, a partir dessa análise, propor direções para pesquisas futuras por meio da sistematização de Teorias, Contextos, Características e Metodologias (Framework TCCM). Metodologia: O protocolo Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) foi utilizado para a revisão sistemática em oito bases de pesquisa (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage e Taylor & Francis). Foram incluídos 33 estudos empíricos, publicados entre 2017 e 2022. Principais Resultados: A maioria das pesquisas não explorou uma variedade de teorias existentes, como a Teoria do Comportamento Planejado. Ademais, os trabalhos |
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Objetivo: Este estudo busca compreender como pesquisadores têm abordado a gamificação no ensino de empreendedorismo e, a partir dessa análise, propor direções para pesquisas futuras por meio da sistematização de Teorias, Contextos, Características e Metodologias (Framework TCCM). Metodologia: O protocolo Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) foi utilizado para a revisão sistemática em oito bases de pesquisa (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage e Taylor & Francis). Foram incluídos 33 estudos empíricos, publicados entre 2017 e 2022. Principais Resultados: A maioria das pesquisas não explorou uma variedade de teorias existentes, como a Teoria do Comportamento Planejado. Ademais, os trabalhos se concentram no ensino superior, havendo uma lacuna no contexto do ensino fundamental e médio. Sugere-se que as amostras sejam balanceadas por gênero, análises com métodos mistos, estudos experimentais e longitudinais. Contribuições: O estudo contribui com a literatura ao compilar as principais abordagens adotadas na educação empreendedora gamificada. Ademais, propõe uma agenda de pesquisa a partir das lacunas na literatura. Relevância e originalidade: a pesquisa adota uma abordagem conjunta dos protocolos PRISMA e TCCM, avançando além da mera descrição de resultados, com o intento de fundamentar uma agenda de pesquisa propositiva para a comunidade acadêmica de empreendedorismo. Contribuições gerenciais e sociais: a identificação de melhores práticas para a aplicação da gamificação no ensino de empreendedorismo - o design de jogos e a seleção de objetivos de aprendizagem - fornece insights para os educadores, formuladores de políticas públicas, instituições de fomento ao empreendedorismo e programas corporativos.</description><identifier>ISSN: 2316-2058</identifier><identifier>EISSN: 2316-2058</identifier><language>eng</language><subject>Business Simulations ; Educação Empreendedora ; Entrepreneurial Education ; Gamification ; Gamificação ; Revisão Sistemática da Literatura ; Simulações de Negócios ; Systematic Literature Review</subject><ispartof>Revista de Empreendedorismo e Gestão de Pequenas Empresas, 2024, Vol.13 (2)</ispartof><rights>LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,874,4022</link.rule.ids></links><search><creatorcontrib>de Melo, Felipe Luiz Neves Bezerra</creatorcontrib><creatorcontrib>Genuino, Shirley Luanna Vieira Peixoto</creatorcontrib><creatorcontrib>Soares, Ana Maria Jerônimo</creatorcontrib><creatorcontrib>Dantas, Saulo de Tarso Alves</creatorcontrib><creatorcontrib>Silva, Marcos Paulo da</creatorcontrib><title>Gamification in entrepreneurship education: A systematic literature review and future research agenda</title><title>Revista de Empreendedorismo e Gestão de Pequenas Empresas</title><description>Objective: This study aims to understand how researchers have approached gamification in entrepreneurship education and, based on this analysis, propose directions for future research through the systematization of Theories, Contexts, Characteristics, and Methodologies (TCCM Framework). Methodology: The Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) protocol was used for the systematic review in eight research databases (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage, and Taylor & Francis). 33 empirical studies published between 2017 and 2022 were included. Main results: Most of the research did not explore a variety of existing theories, such as the Theory of Planned Behavior. Additionally, the works focus on higher education, with a gap in the context of primary and secondary education. It is suggested that samples be gender-balanced, mixed-method analyses, experimental and longitudinal studies. Contributions: The study contributes to the literature by compiling the main approaches adopted in gamified entrepreneurship education. Additionally, it proposes a research agenda based on gaps in the literature. Relevance and originality: This research adopts a joint approach of the PRISMA and TCCM protocols, advancing beyond the mere description of results, with the intent of grounding a proactive research agenda for the entrepreneurship academic community. Managerial and social contributions: The identification of best practices for the application of gamification in entrepreneurship education - game design and selection of learning objectives - provides insights for educators, policymakers, entrepreneurship support institutions, and corporate programs.
Objetivo: Este estudo busca compreender como pesquisadores têm abordado a gamificação no ensino de empreendedorismo e, a partir dessa análise, propor direções para pesquisas futuras por meio da sistematização de Teorias, Contextos, Características e Metodologias (Framework TCCM). Metodologia: O protocolo Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) foi utilizado para a revisão sistemática em oito bases de pesquisa (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage e Taylor & Francis). Foram incluídos 33 estudos empíricos, publicados entre 2017 e 2022. Principais Resultados: A maioria das pesquisas não explorou uma variedade de teorias existentes, como a Teoria do Comportamento Planejado. Ademais, os trabalhos se concentram no ensino superior, havendo uma lacuna no contexto do ensino fundamental e médio. Sugere-se que as amostras sejam balanceadas por gênero, análises com métodos mistos, estudos experimentais e longitudinais. Contribuições: O estudo contribui com a literatura ao compilar as principais abordagens adotadas na educação empreendedora gamificada. Ademais, propõe uma agenda de pesquisa a partir das lacunas na literatura. Relevância e originalidade: a pesquisa adota uma abordagem conjunta dos protocolos PRISMA e TCCM, avançando além da mera descrição de resultados, com o intento de fundamentar uma agenda de pesquisa propositiva para a comunidade acadêmica de empreendedorismo. Contribuições gerenciais e sociais: a identificação de melhores práticas para a aplicação da gamificação no ensino de empreendedorismo - o design de jogos e a seleção de objetivos de aprendizagem - fornece insights para os educadores, formuladores de políticas públicas, instituições de fomento ao empreendedorismo e programas corporativos.</description><subject>Business Simulations</subject><subject>Educação Empreendedora</subject><subject>Entrepreneurial Education</subject><subject>Gamification</subject><subject>Gamificação</subject><subject>Revisão Sistemática da Literatura</subject><subject>Simulações de Negócios</subject><subject>Systematic Literature Review</subject><issn>2316-2058</issn><issn>2316-2058</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><sourceid>FKZ</sourceid><recordid>eNqljs0KwjAQhIMoKNp32BcQYou1ihcRf87iPSzt1q60adkkim-voIJ3TzPzDQPTU6M4maXTWM-z_o8fqsi5q9Y61tkiW8YjRQdsuOQcPbcW2AJZL9QJWQriKu6AivBuV7AB93CemlfMoWZPgj4IgdCN6Q5oCyjDhzhCySvAC9kCJ2pQYu0o-uhYrfe78_Y4LRhrS950wg3Kw7TI5suCZeH2ioac2ZzOr9ezNEuT-SL5c_4E0K9dNQ</recordid><startdate>2024</startdate><enddate>2024</enddate><creator>de Melo, Felipe Luiz Neves Bezerra</creator><creator>Genuino, Shirley Luanna Vieira Peixoto</creator><creator>Soares, Ana Maria Jerônimo</creator><creator>Dantas, Saulo de Tarso Alves</creator><creator>Silva, Marcos Paulo da</creator><scope>AGMXS</scope><scope>FKZ</scope></search><sort><creationdate>2024</creationdate><title>Gamification in entrepreneurship education: A systematic literature review and future research agenda</title><author>de Melo, Felipe Luiz Neves Bezerra ; Genuino, Shirley Luanna Vieira Peixoto ; Soares, Ana Maria Jerônimo ; Dantas, Saulo de Tarso Alves ; Silva, Marcos Paulo da</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-dialnet_primary_oai_dialnet_unirioja_es_ART00016863573</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2024</creationdate><topic>Business Simulations</topic><topic>Educação Empreendedora</topic><topic>Entrepreneurial Education</topic><topic>Gamification</topic><topic>Gamificação</topic><topic>Revisão Sistemática da Literatura</topic><topic>Simulações de Negócios</topic><topic>Systematic Literature Review</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>de Melo, Felipe Luiz Neves Bezerra</creatorcontrib><creatorcontrib>Genuino, Shirley Luanna Vieira Peixoto</creatorcontrib><creatorcontrib>Soares, Ana Maria Jerônimo</creatorcontrib><creatorcontrib>Dantas, Saulo de Tarso Alves</creatorcontrib><creatorcontrib>Silva, Marcos Paulo da</creatorcontrib><collection>Dialnet (Open Access Full Text)</collection><collection>Dialnet</collection><jtitle>Revista de Empreendedorismo e Gestão de Pequenas Empresas</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>de Melo, Felipe Luiz Neves Bezerra</au><au>Genuino, Shirley Luanna Vieira Peixoto</au><au>Soares, Ana Maria Jerônimo</au><au>Dantas, Saulo de Tarso Alves</au><au>Silva, Marcos Paulo da</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Gamification in entrepreneurship education: A systematic literature review and future research agenda</atitle><jtitle>Revista de Empreendedorismo e Gestão de Pequenas Empresas</jtitle><date>2024</date><risdate>2024</risdate><volume>13</volume><issue>2</issue><issn>2316-2058</issn><eissn>2316-2058</eissn><abstract>Objective: This study aims to understand how researchers have approached gamification in entrepreneurship education and, based on this analysis, propose directions for future research through the systematization of Theories, Contexts, Characteristics, and Methodologies (TCCM Framework). Methodology: The Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) protocol was used for the systematic review in eight research databases (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage, and Taylor & Francis). 33 empirical studies published between 2017 and 2022 were included. Main results: Most of the research did not explore a variety of existing theories, such as the Theory of Planned Behavior. Additionally, the works focus on higher education, with a gap in the context of primary and secondary education. It is suggested that samples be gender-balanced, mixed-method analyses, experimental and longitudinal studies. Contributions: The study contributes to the literature by compiling the main approaches adopted in gamified entrepreneurship education. Additionally, it proposes a research agenda based on gaps in the literature. Relevance and originality: This research adopts a joint approach of the PRISMA and TCCM protocols, advancing beyond the mere description of results, with the intent of grounding a proactive research agenda for the entrepreneurship academic community. Managerial and social contributions: The identification of best practices for the application of gamification in entrepreneurship education - game design and selection of learning objectives - provides insights for educators, policymakers, entrepreneurship support institutions, and corporate programs.
Objetivo: Este estudo busca compreender como pesquisadores têm abordado a gamificação no ensino de empreendedorismo e, a partir dessa análise, propor direções para pesquisas futuras por meio da sistematização de Teorias, Contextos, Características e Metodologias (Framework TCCM). Metodologia: O protocolo Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) foi utilizado para a revisão sistemática em oito bases de pesquisa (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage e Taylor & Francis). Foram incluídos 33 estudos empíricos, publicados entre 2017 e 2022. Principais Resultados: A maioria das pesquisas não explorou uma variedade de teorias existentes, como a Teoria do Comportamento Planejado. Ademais, os trabalhos se concentram no ensino superior, havendo uma lacuna no contexto do ensino fundamental e médio. Sugere-se que as amostras sejam balanceadas por gênero, análises com métodos mistos, estudos experimentais e longitudinais. Contribuições: O estudo contribui com a literatura ao compilar as principais abordagens adotadas na educação empreendedora gamificada. Ademais, propõe uma agenda de pesquisa a partir das lacunas na literatura. Relevância e originalidade: a pesquisa adota uma abordagem conjunta dos protocolos PRISMA e TCCM, avançando além da mera descrição de resultados, com o intento de fundamentar uma agenda de pesquisa propositiva para a comunidade acadêmica de empreendedorismo. Contribuições gerenciais e sociais: a identificação de melhores práticas para a aplicação da gamificação no ensino de empreendedorismo - o design de jogos e a seleção de objetivos de aprendizagem - fornece insights para os educadores, formuladores de políticas públicas, instituições de fomento ao empreendedorismo e programas corporativos.</abstract><oa>free_for_read</oa></addata></record> |
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subjects | Business Simulations Educação Empreendedora Entrepreneurial Education Gamification Gamificação Revisão Sistemática da Literatura Simulações de Negócios Systematic Literature Review |
title | Gamification in entrepreneurship education: A systematic literature review and future research agenda |
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