نقش بازی‌وارسازی بر آموزش کارآفرینی با رویکردی فراترکیب

نوع مقاله : مقاله پژوهشی (کاربردی)

نویسندگان

1 دانشجوی دکتری کارآفرینی، گروه مدیریت و کارآفرینی، دانشکده علوم اجتماعی، دانشگاه رازی، کرمانشاه، ایران.

2 دکترای مدیریت آموزشی، دانشیارگروه مدیریت و کارآفرینی، دانشکده علوم اجتماعی، دانشگاه رازی، کرمانشاه، ایران

3 دکتری مدیریت استراتژیک، استادیار گروه مدیریت و کارآفرینی، دانشکده علوم اجتماعی، دانشگاه رازی، کرمانشاه، ایران.

10.48301/kssa.2022.317311.1880

چکیده

در حالی که آموزش کارآفرینی، یکی از ابعاد مهم و ضروری در برنامه­های ترویج کارآفرینی در جامعه است، اما آموزش آن به شیوۀ سنتی به تنهایی مؤثر نیست و به شیوه­های نوآورانه و منعطف‌‌تری نیاز است. لذا هدف پژوهش حاضر از طریق ترکیب تحقیقات پیشین با ارائه تصویری جامع از مؤلفه­های نقش بازی­وارسازی بر آموزش کارآفرینی انجام گرفته است. روش­شناسی پژوهش، کیفی با رویکرد فراترکیب است. بر این اساس، پس از جستجو در پایگاه­های اطلاعاتی، تعداد 121 مطالعه مرتبط ارزیابی و در نهایت، پس از بررسی 41 مقاله انتخاب گردیده است. با استفاده از الگوی هفت مرحله­ای سندلوسکی و باروسو، یافته­های 41 پژوهش پیشین مرتبط با اهداف پژوهش، بررسی، تجمیع، ترکیب و تفسیر شده است. با استفاده از روش کدگذاری تعداد 37 کد، 6 مفهوم و 3 مؤلفه شناسایی و اعتبار هریک، از طریق آزمون کاپای کوهن تایید گردیده است و الگوی نقش بازی‌وارسازی بر آموزش کارآفرینی ارائه و ترسیم شده است. یافته­های این پژوهش حاکی از آن است که استفاده از بازی ­وارسازی در آموزش کارآفرینی می­تواند بر هر سه نوع هـدف آموزش، یعنی ایجـاد یــادگیری و تغییــرات مطلــوب در رفتــار فراگیران در جنبــه­هــای مختلــف شــناختی، عاطفی و مهارتی بسیار اثرگذار باشد. درنتیجه، استفاده از بازی ­وارسازی در آموزش کارآفرینی، باید به عنوان یکی از روش­های نوین و مؤثر در کنار روش­های سنتی آموزش کارآفرینی در نظر گرفته شود، به ویژه در شرایط بیماری کرونا که بایستی آموزش­ها از راه دور و به صورت مجازی انجام گیرد. 

کلیدواژه‌ها

موضوعات


عنوان مقاله [English]

The Role of Gamification on Entrepreneurship Education with a Meta-Synthesis Approach

نویسندگان [English]

  • Atieh Khodaei 1
  • Nader Naderi 2
  • Mahdi Hosseinpour 3
1 PhD Student of Entrepreneurship, Department of Management and Entrepreneurship, Faculty of Social Sciences, Razi University, Kermanshah, Iran.
2 PhD in Educational Management, Associate Professor, Department of Management and Entrepreneurship, Faculty of Social Sciences, Razi University, Kermanshah, Iran
3 PhD in Strategic Management, Assistant Professor, Department of Management and Entrepreneurship, Faculty of Social Sciences, Razi University, Kermanshah, Iran.
چکیده [English]

While entrepreneurship education is one of the most important and necessary aspects of entrepreneurship promotion programs in society, its teaching in the traditional method alone is not effective and more innovative and flexible methods are needed. Therefore, the present study was conducted by combining previous research with the aim of providing a comprehensive picture of the components of the role of gamification on entrepreneurship education. The research methodology was qualitative with a meta- synthesis approach. Accordingly, after searching the databases, 121 related studies were evaluated and finally, after multiple screenings, 41 articles were selected. Using seven-step model of Sandelowski and Barroso, the findings of 41 previous studies related to the objectives of the study were reviewed, aggregated, combined and interpreted. With the help of the coding method, 37 codes, 6 concepts and 3 components were identified and validated through Kappa Cohen coefficient. Then, the role model of gamification on entrepreneurship education was presented and drawn. The findings of this study indicated that the use of gamification in entrepreneurship education can be very effective on all three types of educational goals, namely the creation of learning and desirable changes in learners' behavior in various aspects of cognitive, emotional and skills. As a result, the use of gamification in entrepreneurship education should be considered as a new and effective method along with traditional methods of entrepreneurship education, particularly during the Coronavirus pandemic, which necessitated a distant and virtual education system.

کلیدواژه‌ها [English]

  • Gamification Education Entrepreneurship Business Meta
  • synthesis method
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