The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification
Abstract
:1. Introduction
2. Background
2.1. Gamification and Gameful Experience in Education
2.2. Entrepreneurship and Gamification
2.3. Unfairness, Entrepreneurship, and Social Problem
3. Study Design and Methods
3.1. Study Design
3.2. The Avaritia
3.3. Development of the Survey Tool
4. Results
4.1. Results Analysis
4.2. Discussion
4.2.1. Analysis of RQ1
4.2.2. Analysis of RQ2
5. Conclusions
- Analysis of the entrepreneurship education index is lacking;
- Additional research is needed for generalization of the results.
Author Contributions
Funding
Institutional Review Board Statement
Acknowledgments
Conflicts of Interest
References
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Country | Subject | Research Subject | Purpose of Utilization | Ref. |
---|---|---|---|---|
Indonesia | Science | 984 junior high and high school students | Verification of validity, reliability, and generalizability as a scientific motivational learning tool in the country | [32] |
Japan | Scientific writing | 203 college students | Verification of the effectiveness of the scientific writing program for first years | [33] |
Greece | Science | 330 middle school students (163 male and 167 female) | Verification of validity, reliability, and generalizability as a scientific motivational learning tool in the country | [34] |
Japan | Pharmacology | 165 students in the 4th–5th grade of pharmacology | Measurement of pharmaceutical education learning motivation | [35] |
Korea | Basic economics | 91 college students | Measurement of motivation for economic education of engineering students, and verification of effectiveness | [16] |
N | Min | Max | Mean | S.D. | Skewness | Kurtosis | |||
---|---|---|---|---|---|---|---|---|---|
Statistics | Statistics | S.D. | Statistics | S.D. | |||||
Motivation-Pre | 29 | 3 | 7 | 5.621 | 0.834 | −0.668 | 0.434 | 2.296 | 0.845 |
Self-Determination Pre | 29 | 3 | 7 | 5.299 | 1.078 | −0.071 | 0.434 | −0.824 | 0.845 |
Self-Efficacy-Pre | 29 | 3 | 7 | 5.678 | 0.875 | −0.498 | 0.434 | 0.504 | 0.845 |
Motivation_Post | 31 | 4 | 7 | 6.301 | 0.64 | −0.637 | 0.421 | −0.002 | 0.821 |
Self-Determine_Post | 31 | 4 | 7 | 6.043 | 0.833 | −0.581 | 0.421 | −0.522 | 0.821 |
Self-Efficacy_Post | 31 | 5 | 7 | 6.247 | 0.672 | −0.248 | 0.421 | −1.51 | 0.821 |
Gameful Experience | 31 | 2 | 7 | 6.186 | 1.051 | −2.387 | 0.421 | 7.584 | 0.821 |
Correlation Analysis Result | N | Correlation | p | |||||
---|---|---|---|---|---|---|---|---|
Motivation (Pre-Post) | 29 | −0.16 | 0.407 | |||||
Self-Determination (Pre-Post) | 29 | −0.191 | 0.322 | |||||
Self-Efficacy (Pre-Post) | 29 | −0.31 | 0.101 | |||||
t-Test Result | Mean | Std. Deviation | Std. Error mean | 95% Confidence interval of the difference | t | df | Sig. (2-tailed) | |
Lower | Upper | |||||||
Motivation(Pre-Post) | −0.701 | 1.142 | 0.212 | −1.136 | −0.267 | −3.307 | 28 | 0.003 |
Self-Determination(Pre-Post) | −0.77 | 1.486 | 0.276 | −1.335 | −0.250 | −2.791 | 28 | 0.009 |
Self-Efficacy(Pre-Post) | −0.586 | 1.256 | 0.233 | −1.064 | −0.109 | −2.514 | 28 | 0.018 |
Independent Variable | Dependent Variable | Unstandardized Coefficients | Standardized Coefficients | T | Sig. | |
---|---|---|---|---|---|---|
Beta | Std. Error | Beta | ||||
Gameful Experience | Motivation | 0.411 | 0.083 | 0.675 | 4.926 | 0.000 |
Self-Determination | 0.481 | 0.117 | 0.607 | 4.108 | 0.000 | |
Self-Efficacy | 0.98 | 0.105 | 0.466 | 2.833 | 0.008 |
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Park, S.; Kim, S. The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification. Sustainability 2023, 15, 6738. https://doi.org/10.3390/su15086738
Park S, Kim S. The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification. Sustainability. 2023; 15(8):6738. https://doi.org/10.3390/su15086738
Chicago/Turabian StylePark, Sungjin, and Sangkyun Kim. 2023. "The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification" Sustainability 15, no. 8: 6738. https://doi.org/10.3390/su15086738
APA StylePark, S., & Kim, S. (2023). The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification. Sustainability, 15(8), 6738. https://doi.org/10.3390/su15086738