FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship
Abstract
:1. Introduction
2. Background
3. The FLIGBY Serious Game
3.1. The Flow Theory
- The activities in which the individual is involved have clear objectives and provide an explicit way of reporting on progress in them;
- Feedback needs to be immediate, whether positive or negative;
- The skills needed to perform an activity and the degree of difficulty of the proposed exercise need to be in perfect balance.
3.2. Architecture and Structure of FLIGBY
- The game action—this is the game itself, presented in an interactive movie format, in which the player is advancing through the story according to his/her choices and decisions;
- The database—stores all data (login, decisions, choices, actions) generated during the game;
- The Master Analytics Profiler (MAP)—a final report for each individual player is generated, in which the player’s performance is measured considering 29 key management and leadership skills. Each of these competencies is further detailed in the methodology section.
4. Materials and Methods
4.1. Structure of the Study
- Students mentioned that in group working is easier to divide tasks and increase productivity. Additionally, group working contributes to a large amount of knowledge sharing, increases levels of creativity and enables new approaches to be adopted in solving challenges. On the other hand, the main challenges are communication, the difficulties in generating consensus and inadequate/unequal participation of the members of the group;
- Students believed that their core competencies include the ability to organize, execute and engage in projects. On the opposite side, communication, time management skills and emotional intelligence were pointed out as the skills in which they expected to have the greatest difficulties.
4.2. Research Dimensions
5. Results and Discussion
5.1. RQ1—Is the Motivation to Attend Entrepreneurship Classes Increased?
5.2. RQ2—Is the Perception of the Importance of Group Work Increased?
5.3. RQ3—What Are the Skills in Which Students Performed Better or Worse?
5.4. RQ4—What Are the Summative and Formative Elements Used in the Assessment of Students’ Performance?
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
- Martin, C.; Iucu, R. Teaching entrepreneurship to educational sciences students. Procedia Soc. Behav. Sci. 2014, 116, 4397–4400. [Google Scholar] [CrossRef]
- Sirelkhatim, F.; Gangi, Y.; Nisar, T. Entrepreneurship education: A systematic literature review of curricula contents and teaching methods. Cogent Bus. Manag. 2015, 2, 1–11. [Google Scholar] [CrossRef]
- Khosla, A.; Gupta, P. Traits of Successful Entrepreneurs. J. Priv. Equity Summer 2017, 20, 12–15. [Google Scholar] [CrossRef]
- Cheung, C.; Au, E. Running a small business by students in a secondary school: Its impact on learning about entrepreneurship. J. Entrep. Educ. 2010, 13, 45–63. [Google Scholar]
- Elmuti, D.; Khoury, G.; Omran, O. Does entrepreneurship education have a role in developing entrepreneurial skills and venture’s effectiveness? J. Entrep. Educ. 2012, 15, 83–98. [Google Scholar]
- Lautenschläger, A.; Haase, H. The myth of entrepreneurship education: Seven arguments against teaching business creation at universities. J. Entrep. Educ. 2011, 14, 147–161. [Google Scholar]
- Hamburg, H. Learning Approaches for Entrepreneurship Education. Adv. Soc. Sci. Res. J. 2015, 3, 228–237. [Google Scholar] [CrossRef]
- Welsh, D.; Tullar, W.; Nemati, H. Entrepreneurship education: Process, method, or both? J. Innov. Knowl. 2016, 1, 125–132. [Google Scholar] [CrossRef] [Green Version]
- Askun, B.; Yildirim, N. Insights on Entrepreneurship Education in Public Universities in Turkey: Creating Entrepreneurs or Not? Procedia Soc. Behav. Sci. 2011, 24, 663–676. [Google Scholar] [CrossRef]
- Stamboulis, Y.; Barlas, A. Entrepreneurship education impact on student attitudes. Int. J. Manag. Educ. 2014, 12, 365–373. [Google Scholar] [CrossRef]
- Sousa, M. Entrepreneurship Skills Development in Higher Education Courses for Teams Leaders. Adm. Sci. 2018, 8, 18. [Google Scholar] [CrossRef]
- Potishuk, V.; Kratzer, J. Factors affecting entrepreneurial intentions and entrepreneurial attitudes in higher education. J. Entrep. Educ. 2017, 20, 25–44. [Google Scholar]
- Hytti, U.; O’Gorman, C. What is “enterprise education”? An analysis of the objectives and methods of enterprise education programmes in four countries. Educ. Train. 2004, 46, 11–23. [Google Scholar] [CrossRef]
- Jones, B.; Iredale, N. Enterprise education as pedagogy. Educ. Train. 2010, 52, 7–19. [Google Scholar] [CrossRef]
- Belitski, M.; Heron, K. Expanding entrepreneurship education ecosystems. J. Manag. Dev. 2017, 36, 163–177. [Google Scholar] [CrossRef]
- Laamarti, F.; Eid, M.; El Saddik, A. An Overview of Serious Games. Int. J. Comput. Games Technol. 2014, 2014. [Google Scholar] [CrossRef]
- Bittner, J.; Schipper, J. Motivational effects and age differences of gamification in product advertising. J. Consum. Mark. 2014, 31, 391–400. [Google Scholar] [CrossRef]
- Huotari, K.; Hamari, J. A definition for gamification: Anchoring gamification in the service marketing literature. Electron. Mark. 2017, 27, 21–31. [Google Scholar] [CrossRef]
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland, 28–30 September 2011; pp. 9–15. [Google Scholar]
- Conaway, R.; Garay, M. Gamification and Service Marketing. Springerplus 2014, 3, 1–11. [Google Scholar] [CrossRef]
- Edwards, E.; Lumsden, J.; Rivas, C.; Steed, L.; Edwards, L.; Thiyagarajan, A.; Sohanpal, R.; Caton, H.; Griffiths, C.; Munafò, M.; et al. Gamification for health promotion: Systematic review of behavior change techniques in smartphone apps. BMJ Open 2016, 6, e012447. [Google Scholar] [CrossRef]
- Rowell, L.; Hong, E. Academic Motivation: Concepts, Strategies, and Counseling Approaches. Prof. Sch. Couns. 2018, 16, 158–171. [Google Scholar] [CrossRef]
- Sailer, M.; Hense, J.; Mayr, S.; Mandl, H. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Comput. Hum. Behav. 2017, 69, 371–380. [Google Scholar] [CrossRef]
- Llorens-Largo, F.; Gallego-Durán, F.; Villagrá-Arnedo, C.; Compañ-Rosique, P.; Satorre-Cuerda, R.; Molina-Carmona, R. Gamification of the Learning Process: Lessons Learned. IEEE Rev. Iberoam. Tecnol. Aprendiz. 2016, 11, 227–234. [Google Scholar] [CrossRef] [Green Version]
- Alvarez, J.; Michaud, L. Serious Games: Advergaming, Edugaming, Training, and More; IDATE: Montpellier, France, 2008. [Google Scholar]
- Karagiorgas, D.; Niemann, S. Gamification and Game-Based Learning. J. Educ. Technol. Syst. 2017, 45, 499–519. [Google Scholar] [CrossRef]
- Bellotti, F.; Berta, R.; De Gloria, A.; Lavagnino, E.; Dagnino, F.; Ott, M.; Romero, M.; Usart, M.; Mayer, I. Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games. Procedia Comput. Sci. 2012, 15, 174–186. [Google Scholar] [CrossRef] [Green Version]
- Almeida, F.; Simões, J. Serious Games in Entrepreneurship Education. In Encyclopedia of Information Science and Technology, 4th ed.; Khosrow-Pour, M., Ed.; IGI Global: Hershey, PA, USA, 2018; pp. 800–808. [Google Scholar]
- Anghern, A.; Maxwell, K. EagleRacing: Addressing Corporate Collaboration Challenges through an Online Simulation Game. Innov. J. Online Educ. 2009, 5, 4. [Google Scholar]
- Hauge, J.; Bellotti, F.; Berta, R.; Carvalho, M.; De Gloria, A.; Lavagnino, E.; Nadolski, R.; Ott, M. Field assessment of serious games for entrepreneurship in higher education. J. Converg. Inf. Technol. 2013, 8, 1–12. [Google Scholar]
- Fox, J.; Pittaway, L.; Uzuegbunam, I. Simulations in Entrepreneurship Education: Serious Games and Learning Through Play. Entrep. Educ. Pedagog. 2018, 1, 61–89. [Google Scholar] [CrossRef]
- Bellotti, F.; Berta, R.; De Gloria, A.; Lavagnino, E.; Antonaci, A.; Dagnino, F.; Ott, M.; Romero, M.; Usart, M.; Mayer, I. Serious games and the development of an entrepreneurial mindset in higher education engineering students. Entertain. Comput. 2014, 5, 357–366. [Google Scholar] [CrossRef]
- Almeida, F. Experience with Entrepreneurship Learning Using Serious Games. Cypriot J. Educ. Sci. 2017, 12, 69–80. [Google Scholar] [CrossRef]
- Zimmerman, J. Using Business Plans for Teaching Entrepreneurship. Am. J. Bus. Educ. 2012, 5, 727–742. [Google Scholar] [CrossRef]
- Ferreira, F.; Pinheiro, C. Circular Business Plan: Entrepreneurship teaching instrument and development of the entrepreneurial profile. Gestão Produção 2018, 25, 854–865. [Google Scholar] [CrossRef]
- Rosen, A. Why Collaboration Is Essential to Entrepreneurship. Entrepreneur Europe, 2015. Available online: https://www.entrepreneur.com/article/245599 (accessed on 12 April 2019).
- Ulicsak, M.; Wright, M. Games in Education: Serious Games; Futurelab Series: Berkshire, UK, 2010. [Google Scholar]
- Mayer, I.; Warmelink, H.; Bekebrede, G. Learning in a game-based virtual environment: A comparative evaluation in higher education. Eur. J. Eng. Educ. 2012, 38, 85–106. [Google Scholar] [CrossRef]
- Sánchez, J. The Impact of an Entrepreneurship Education Program on Entrepreneurial Competences and Intention. J. Small Bus. Manag. 2013, 51, 447–465. [Google Scholar] [CrossRef]
- Mojab, F.; Zaefarian, R.; Azizi, A. Applying Competency based Approach for Entrepreneurship Education. Procedia Soc. Behav. Sci. 2011, 12, 436–447. [Google Scholar] [CrossRef]
- Kissi, E.; Somiah, M.; Ansah, S. Towards Entrepreneurial Learning Competencies: The Perspective of Built Environment Students. High. Educ. Stud. 2015, 5, 20–30. [Google Scholar] [CrossRef]
- Yüksel, H.; Gündüz, N. Formative and Summative Assessment in Higher Education: Opinions and Practices of Instructors. Eur. J. Educ. Stud. 2017, 3, 336–356. [Google Scholar] [CrossRef]
- Black, P.; Harrison, C.; Lee, C.; Marshall, B.; Wiliam, D. Assessment for Learning: Putting It into Practice; Open University Press: Berkshire, UK, 2003. [Google Scholar]
- Price, V. Exploring effectiveness and rationale of different assessment types. J. Initial Teach. Inq. 2015, 1, 13–15. [Google Scholar]
- Bellotti, F.; Kapralos, B.; Lee, K.; Moreno-Ger, P.; Berta, R. Assessment in and of Serious Games: An Overview. Adv. Hum. Comput. Interact. 2013, 2013, 136864. [Google Scholar] [CrossRef]
- Daoudi, I.; Tranvouez, E.; Chebil, R.; Espinasse, B.; Chaari, W.L. Learners’ Assessment and Evaluation in Serious Games: Approaches and Techniques Review. In Information Systems for Crisis Response and Management in Mediterranean Countries; Dokas, I., Bellamine-Ben Saoud, N., Dugdale, J., Díaz, P., Eds.; Springer: Berlim, Germany, 2017; Volume 301, pp. 147–153. [Google Scholar]
- Csikszentmihalyi, M. Good Business: Leadership, Flow and the Making of Meaning; Penguin Books: New York, NY, USA, 2003. [Google Scholar]
- Ávila-Pesántez, D.; Rivera, L.; Alban, M. Approaches for Serious Game Design: A Systematic Literature Review. Comput. Educ. J. 2017, 8, 1–11. [Google Scholar]
- Catalano, E.; Luccini, A.; Mortara, M. Guidelines for an effective design of serious games. Int. J. Serious Games 2014, 1. [Google Scholar] [CrossRef]
- Newbery, R.; Lean, J.; Moizer, J. Evaluating the impact of serious games: The effect of gaming on entrepreneurial intent. Inf. Technol. People 2016, 29, 733–749. [Google Scholar] [CrossRef]
- Kafai, Y.; Burke, Q. Constructionist Gaming: Understanding the Benefits of Making Games for Learning. Educ. Psychol. 2015, 50, 313–334. [Google Scholar] [CrossRef] [Green Version]
- Marer, P.; Buzady, Z.; Vecsey, Z. Missing Link Discovered-Planting Csikszentmihalyi’s Flow Theory into Management and Leadership Practice by Using FLIGBY, the Official Flow-Leadership Game; Aleas Inc.: Los Angeles, CA, USA, 2016. [Google Scholar]
- Creswell, J.; Clark, V. Designing and Conducting Mixed Methods Research; SAGE Publications: Thousand Oaks, CA, USA, 2017. [Google Scholar]
- Almeida, F. Strategies to perform a mixed methods study. Eur. J. Educ. Stud. 2018, 5, 137–151. [Google Scholar] [CrossRef]
- Fowler, F. Survey Research Methods; SAGE Publications: Thousand Oaks, CA, USA, 2013. [Google Scholar]
- Nardi, P. Doing Survey Research; Routledge: Abingdon, UK, 2018. [Google Scholar]
- Braun, V.; Clarke, V. Using thematic analysis in psychology. Qual. Res. Psychol. 2006, 3, 77–101. [Google Scholar] [CrossRef] [Green Version]
- Creswell, J.; Poth, C. Qualitative Inquiry and Research Design: Choosing among Five Approaches; SAGE Publications: Thousand Oaks, CA, USA, 2017. [Google Scholar]
- Wilson, K. Entrepreneurship Education in Europe. 2008. Available online: https://www.oecd:site/innovationstrategy/42961567.pdf (accessed on 5 March 2019).
- Frese, M.; Gielnik, M. The Psychology of Entrepreneurship. Annu. Rev. Organ. Psychol. Organ. Behav. 2014, 1, 413–438. [Google Scholar] [CrossRef] [Green Version]
- Kouzes, J.; Posner, B. The Leadership Challenge: How to Make Extraordinary Things Happen in Organizations; Jossey-Bass: New York, NY, USA, 2017. [Google Scholar]
- Razali, S.; Rusiman, M.; Gan, W.; Arbin, N. The Impact of Time Management on Students’ Academic Achievement. J. Phys. Conf. Ser. 2018, 995. [Google Scholar] [CrossRef]
- Forsyth, D.; Van Gelderen, M. Time Management for Novice Nascent Entrepreneurs. Int. J. Entrep. Educ. 2005, 3, 245–252. [Google Scholar]
- Keefer, K.; Parker, J.; Saklofske, D. Emotional Intelligence in Education; Springer: Berlin, Germany, 2018. [Google Scholar]
Variable | Absolute Frequency | Relative Frequency |
Have you had experience as a manager? | ||
Yes | 5 | 0.098 |
No | 46 | 0.902 |
Have you already founded your own company? | ||
Yes | 1 | 0.020 |
No | 50 | 0.980 |
Do you like to work in a group? | ||
Yes | 49 | 0.961 |
No | 2 | 0.039 |
Individual Attitudes | Mean | Std. Dev. |
I can accept failures as part of a learning process | 4.255 | 0.595 |
Failures allow opportunities for reflection and consideration | 4.353 | 0.595 |
I quickly overcome setbacks | 3.647 | 0.716 |
I feel comfortable to talk to people that are different from me | 4.137 | 0.825 |
I frequently come in contact with people that are different from me | 3.725 | 0.981 |
When facing difficult tasks, I am certain I will accomplish them | 3.882 | 0.653 |
I would prefer to hand in a product on time rather than making it perfect | 3.255 | 0.997 |
In general, quality and perfection are more important than effectiveness | 3.137 | 1.000 |
I will probably start my own business one day | 3.686 | 0.761 |
Variable | Mean | Std. Dev. |
---|---|---|
Evaluation of experience | ||
Please rate your overall FLIGBY experience | 4.105 | 0.649 |
Please rate: The FLIGBY experience was “worth the time.” | 4.053 | 1.064 |
What is your opinion: The FLIGBY game is “too long” | 2.579 | 1.130 |
What is your opinion: The FLIGBY game is “too complex” | 2.789 | 1.143 |
After playing FLIGBY. Would you like to open your own business? | 3.289 | 0.956 |
After playing FLIGBY. Do you feel you have more skills to open your own business? | 3.684 | 0.873 |
After playing FLIGBY. Did you get more competencies to work in a group? | 3.868 | 0.777 |
Evaluation of game | ||
Realism | 3.868 | 0.811 |
Engagement | 3.763 | 0.820 |
Immediate feedback | 3.816 | 0.926 |
Interactivity | 3.974 | 0.716 |
Personalization | 3.553 | 0.795 |
Benefits of the game | ||
Improves knowledge in the management field | 4.105 | 0.509 |
Improves knowledge in the leadership field | 4.079 | 0.587 |
Improves knowledge in the entrepreneurship field | 4.053 | 0.613 |
Helps me to be more aware of my skills and actions at work/university | 4.105 | 0.649 |
Helps me to try out new approaches | 4.079 | 0.587 |
Helps me to have new attitudes to people | 4.053 | 0.655 |
Improves my self-esteem | 3.474 | 0.797 |
Improves collaborative learning | 3.816 | 0.652 |
Enhance my motivation | 3.684 | 0.842 |
Helps to know more about myself | 3.763 | 0.820 |
Applicable to the real world | 3.842 | 0.789 |
Improves to establish new social connections | 3.553 | 0.828 |
Limitations of the game | ||
Requires high training before starting to play | 2.737 | 1.057 |
Decreases students’ attention to the classes | 2.184 | 1.159 |
Creates isolation feelings on the students | 2.237 | 0.971 |
Evaluation not related to the course assessment | 2.421 | 1.106 |
Decreases the time available to focus on the classes | 2.342 | 1.146 |
Dimension | Sub-Dimension | Final Themes |
---|---|---|
Experienced difficulties | Technical | Compatibility issues with all browsers Low bandwidth of the Internet connection |
Scientific | Achieve the Flow state at the end of the game Dealing with conflicts and heterogeneity | |
Pedagogical | Dedicated time to the entrepreneurship discipline | |
Indicators | Best | Emotional intelligence Social dynamics Information gathering Better performance of computer science students in five MAP dimensions |
Worst | Time management Decision-making on pressure Delegation Prioritization | |
Influence | Academic | Development of management, leadership and entrepreneurship skills Reducing knowledge asymmetries More receptive to working in groups Self-assessment tool |
Professional | Increase motivation to work with multidisciplinary teams | |
Development of soft-skills that are essential in the labor market |
Dimension | Description |
---|---|
Active listening | How to respond to another person who improves mutual understanding. It involves understanding the content of a message, as well as the sender’s intention and the circumstance under which the message is given. |
Analytical skills | Ability to visualize, articulate, and solve complex problems and concepts and make decisions that are sensible on the basis of available information. |
Assertiveness | Ability to express their emotions and needs without violating the rights of others and without being aggressive. |
Balance | Ability to maintain the same importance between things. A balance between challenges and skills is necessary for Flow. |
Business-oriented thinking | Ability to manage situations and solve problems in order to create added value for the company. |
Communication | Set of skills that enable a person to convey information in order to be received and understood. |
Conflicts management | The practice of identifying and dealing with conflicts in a sensible, fair, and efficient manner. |
Creation of trust | Ability to create trust and a positive state of mind in which individuals feel the desire to participate. |
Decision-making on pressure | Readiness to form, facilitate, and monitor teamwork and teams. |
Delegation | Ability to delegate function or authority on another person to act on behalf of the manager. |
Diplomacy | Ability to take into account the varying interests and values of other parties involved in the negotiation. |
Emotional intelligence | Ability to recognize and evaluate your own and others’ feelings. |
Empowerment | Competencies to share information, rewards, and power with employees so that they can take initiatives and make decisions. |
Entrepreneurship | Ability and willingness to undertake the design, organization, and management of a productive enterprise with all inherent risks, while seeking profit as a reward. |
Execution | The act of successfully executing and completing management tasks. |
Feedback | Give response, whether positive or negative, to a particular request, action, or event. |
Future orientation | Willingness to think long-term and about the future consequences of taken actions. |
Information gathering | Willingness to collect appropriate information to carry out the next step on the basis of this information. |
Intuitive thinking | Blurred, non-linear way of thinking that does not use rational processes such as facts and data. |
Involvement | Readiness to participate in the activities of a group or team. |
Motivational skills | The type of skills that enable a person to become motivated and work towards achieving goals. |
Organizing | Ability to organize itself around a concept or model that enables the implementation of actions taken in a sustained manner. |
Personal strengths | Recognize and apply personal strengths is the ability to discover and use well the personal and other people’s strengths that are not immediately obvious. |
Prioritization | Ability to organize a set of items and set priorities among them. |
Social dynamics | Awareness of the complexity of many situations and the social dynamics that govern them. |
Stakeholder management | Ability to manage the business process, usually involving a trade-off, in order to have a positive impact on the organizations’ stakeholders. |
Strategic thinking | Ability to think that allows the discovery of alternatives with considerable effectiveness in achieving an objective or solving a problem instead of resorting to obvious choices. |
Teamwork management | Ability to participate, facilitate, and monitor teamwork. |
Time management | Process of planning and executing, being aware of the time allocated, its priority and of the eventual existence of competing activities. |
Variable | Business Course (n = 18) | Computer Science Course (n = 31) | p-Value | ||||
---|---|---|---|---|---|---|---|
Mean | Median | Std. Dev. | Mean | Median | Std. Dev. | ||
Active listening | 68 | 71 | 11 | 67 | 71 | 10 | 0.6121 |
Analytical skills | 63 | 65 | 13 | 65 | 67 | 10 | 0.5304 |
Assertiveness | 58 | 58 | 8 | 59 | 59 | 10 | 0.7283 |
Balance | 67 | 66 | 9.7 | 67 | 70 | 9.3 | 0.9236 |
Business-oriented thinking | 59 | 59 | 7.1 | 62 | 64 | 8.6 | 0.1455 |
Communication | 63 | 63 | 8.9 | 65 | 64 | 11 | 0.3803 |
Conflicts management | 59 | 58 | 6.7 | 61 | 63 | 8.3 | 0.1963 |
Creation of trust | 68 | 68 | 6.5 | 69 | 70 | 7 | 0.3603 |
Decision-making on pressure | 52 | 49 | 9.2 | 57 | 56 | 11 | 0.0299 |
Delegation | 53 | 50 | 11 | 53 | 50 | 18 | 0.8790 |
Diplomacy | 64 | 65 | 12 | 68 | 65 | 10 | 0.2033 |
Emotional intelligence | 70 | 73 | 7.5 | 73 | 74 | 8.7 | 0.1153 |
Empowerment | 65 | 67 | 15 | 66 | 67 | 12 | 0.7049 |
Entrepreneurship | 64 | 64 | 9.7 | 68 | 67 | 12 | 0.1398 |
Execution | 61 | 65 | 13 | 67 | 65 | 10 | 0.0813 |
Feedback | 66 | 65 | 8.2 | 72 | 71 | 16 | 0.0073 |
Future orientation | 65 | 63 | 8.8 | 70 | 70 | 11 | 0.0169 |
Information gathering | 71 | 71 | 11 | 72 | 71 | 9.7 | 0.6650 |
Intuitive thinking | 61 | 59 | 7.6 | 62 | 60 | 8.3 | 0.6257 |
Involvement | 71 | 70 | 11 | 71 | 70 | 9.4 | 0.8947 |
Motivational skills | 68 | 70 | 8.7 | 69 | 68 | 11 | 0.6317 |
Organizing | 64 | 65 | 9.6 | 64 | 65 | 12 | 0.9418 |
Personal strengths | 65 | 64 | 8.9 | 67 | 68 | 10 | 0.3667 |
Prioritization | 54 | 53 | 8.2 | 56 | 53 | 10 | 0.3126 |
Social dynamics | 66 | 68 | 6.6 | 73 | 74 | 9.4 | 0.0003 |
Stakeholder management | 65 | 67 | 12 | 70 | 70 | 15 | 0.1065 |
Strategic thinking | 62 | 62 | 6.9 | 64 | 65 | 10 | 0.2616 |
Teamwork management | 62 | 64 | 7.7 | 65 | 65 | 11 | 0.1359 |
Time management | 47 | 50 | 9.5 | 52 | 50 | 16 | 0.0256 |
© 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Buzady, Z.; Almeida, F. FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship. Informatics 2019, 6, 27. https://doi.org/10.3390/informatics6030027
Buzady Z, Almeida F. FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship. Informatics. 2019; 6(3):27. https://doi.org/10.3390/informatics6030027
Chicago/Turabian StyleBuzady, Zoltan, and Fernando Almeida. 2019. "FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship" Informatics 6, no. 3: 27. https://doi.org/10.3390/informatics6030027
APA StyleBuzady, Z., & Almeida, F. (2019). FLIGBY—A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship. Informatics, 6(3), 27. https://doi.org/10.3390/informatics6030027