Application of Gamification in Entrepreneurship Education: Its Impact on Entrepreneurial Intention and Problem-Solving Skills among University Students in Mazandaran Province

Document Type : Original Article

Authors

1 Department of Business Management, Faculty of Economic and Administrative Sciences, University of Mazandaran, Babolsar, Iran.

2 Department of Business, Faculty of Economic and Administrative Sciences, University of Mazandaran, Babolsar, Iran.

Abstract

This applied research is quantitative in nature and classified as a quasi-experimental study based on its data collection methods. The statistical population includes students from the University of Mazandaran, Babol Noshirvani University of Technology, and Sari University of Agricultural Sciences and Natural Resources in the academic year 2023–2024, who participated in a one-day event entitled "Cook Show Business Event." The event aimed to enhance entrepreneurial skills, business skills, negotiation and persuasion abilities, teamwork, and problem-solving skills in the business domain. A total of 56 students from the three universities registered through the Event system and were considered as the experimental group. Data were collected using the Cook questionnaire to measure problem-solving skills, which includes 19 items on a 7-point Likert scale (7 = strongly agree to 1 = strongly disagree) with a Cronbach's alpha of 0.84. To assess entrepreneurial intention, another questionnaire with a Cronbach's alpha of 0.91 was used. Results of the paired samples t-test showed a P-value of 0.014 for problem-solving skills. The negative mean difference indicates that pre-test scores were higher than post-test scores, suggesting that the gamification intervention had a negative effect on students' problem-solving skills. Regarding entrepreneurial intention, the P-value was 0.734, indicating no significant difference between pre-test and post-test scores.

Keywords