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Understanding and Predicting Students’ Entrepreneurial Intention through Business Simulation Games: A Perspective of COVID-19

Salman Zulfiqar, Hamad A. Al-reshidi, Moteeb A. Al Moteri, Hafiz Muhammad Basit Feroz, Noraffandy Yahya and Waleed Mugahed Al-Rahmi
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Salman Zulfiqar: Department of Management Sciences, COMSAT University Islamabad, Sahiwal Campus, Punjab 57000, Pakistan
Hamad A. Al-reshidi: Instructional Technology Department, College of Education, University of Hail, Hail 81451, Saudi Arabia
Moteeb A. Al Moteri: Department of Management Information Systems, Business Administration College, King Saud University, Riyadh 11451, Saudi Arabia
Hafiz Muhammad Basit Feroz: Department of Management Sciences, COMSAT University Islamabad, Sahiwal Campus, Punjab 57000, Pakistan
Noraffandy Yahya: Faculty of Social Sciences & Humanities, School of Education, Universiti Teknologi Malaysia, UTM, Skudai 81310, Johor, Malaysia
Waleed Mugahed Al-Rahmi: Faculty of Social Sciences & Humanities, School of Education, Universiti Teknologi Malaysia, UTM, Skudai 81310, Johor, Malaysia

Sustainability, 2021, vol. 13, issue 4, 1-27

Abstract: COVID-19 has disrupted educational institutes across the world. Teachers and students are now forced to teach and study online for an unidentified period, which severely hampers the learning capacity as well the student’s intention toward entrepreneurship. This study compared the impact of traditional teaching and teaching through online management simulation games on student learning performance and further leads to entrepreneurial intention. To further understand the desirability of business simulation games, we used the technology acceptance model (TAM) and extended it by employing knowledge sharing, knowledge application, learnability, perceived pleasure, and self-efficacy as exogenous variables. For this purpose, time-lagged data were collected from 277 students enrolled in entrepreneurship courses in public sector universities. To deal with homogeneity and generalizability issues, students from different collaborative universities were asked to participate in the study. Structural equation modeling was employed for analysis, where the results depict that the students learning performance was enhanced after using simulation games compared to regular theoretical online lectures, which further encouraged them to be entrepreneurs. We also concluded that simulation games are novel and effective online teaching methodology for students during a time of crisis. The study concludes with its theoretical, practical implications, and directions for future researchers.

Keywords: business simulation games; technology acceptance model; learnability; knowledge application; learning performance; entrepreneurial intention (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2021
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (4)

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