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The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment

JiaChun Chen (Zhongshan Institute, University of Electronic Science and Technology of China, Zhongshan, China)
Liangziye Tang (Zhongshan Institute, University of Electronic Science and Technology of China, Zhongshan, China)
Honghong Tian (Zhongshan Institute, University of Electronic Science and Technology of China, Zhongshan, China)
Ruiqiu Ou (Zhongshan Institute, University of Electronic Science and Technology of China, Zhongshan, China)
Jingan Wang (Zhongshan Institute, University of Electronic Science and Technology of China, Zhongshan, China)
Quan Chen (Zhongshan Institute, University of Electronic Science and Technology of China, Zhongshan, China)

Library Hi Tech

ISSN: 0737-8831

Article publication date: 8 April 2022

Issue publication date: 31 October 2023

519

Abstract

Purpose

During the current global epidemic, e-learning and mobile learning have been rapidly developed in the field of entrepreneurship education. The effect of these learning methods remains to be confirmed. The purpose of this paper is to explore the effect of mobile business simulation games in entrepreneurship education.

Design/methodology/approach

From May 2020 to July 2020, the authors adopted a quasi-experimental design to explore the effect of mobile business simulation games in entrepreneurship education. The authors set up an experimental group to participate in mobile business simulation games, with a total of 105 students, and set up a control group of 100 students. At the beginning and end of the experiment, data on entrepreneurial attitude, self-efficacy, entrepreneurial intention and other related variables were collected. Paired sample T-test and regression analysis were used to analyze the results.

Findings

The authors found that mobile business simulation games can improve entrepreneurial attitudes and self-efficacy, but cannot change entrepreneurial intentions. The paired sample T-test in the experimental group showed that the entrepreneurial attitude and entrepreneurial self-efficacy of the participants were significantly improved, but the entrepreneurial intention did not change significantly. The above three variables did not change significantly in the control group. The research results also show that flow experience is very important in mobile business simulation games, which can improve entrepreneurial attitude and entrepreneurial self-efficacy.

Originality/value

The authors’ findings confirm the positive effects of mobile business simulation games in entrepreneurship education, which can improve entrepreneurial attitudes and entrepreneurial self-efficacy. But the disadvantage of mobile business simulation games is that they cannot increase entrepreneurial intention. In addition, the flow experience needs to be valued in mobile business simulation games. The research in this paper has implications for how mobile learning can be used in entrepreneurship education during the COVID-19 pandemic. In addition, research is of great value on how mobile business simulation games can be improved.

Keywords

Acknowledgements

Funding: This study was funded by Philosophy and Social Science Program of Guangdong Province (GD20XGL28) and 2021 Guangdong Higher Education Teaching Research and Reform Project.

Citation

Chen, J., Tang, L., Tian, H., Ou, R., Wang, J. and Chen, Q. (2023), "The effect of mobile business simulation games in entrepreneurship education: a quasi-experiment", Library Hi Tech, Vol. 41 No. 5, pp. 1333-1356. https://doi.org/10.1108/LHT-12-2021-0509

Publisher

:

Emerald Publishing Limited

Copyright © 2022, Emerald Publishing Limited

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