Main Article Content
Abstract
Game-based learning used in various learning areas, including business learning. MonsoonSIM is a game simulator employed in a business learning process. This study study aims to investigate the influence of game-based learning using MonsoonSIM on business literacy and its effect on entrepreneurial intention. The population in this study are the students in the Special Region of Yogyakarta. Convenience sampling was used to select the research sample with the criteria of having experience of running MonsoonSIM. This study was conducted in 2022 based on a questionnaire to 121 students. In the analysis, Partial Least Square (PLS) was used with the results of game-based learning having a positive influence on business literacy, and entrepreneurial motivation having a positive influence on entrepreneurial intention. However, this study has not succeeded in proving the influence of environmental factors and business literacy on entrepreneurial intention. The study findings are expected to be a recommendation for higher education to apply game as a model alternative of business learning for a digital generation as it has been proven to promote business literacy.
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Copyright (c) 2022 Isti Rahayu, Gilang Fakhri Listyawan, Primanita Setyono, Noor Endah Cahyawati
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References
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- Agustin, M. D., & Trisnawati, N. (2021). Pengaruh lingkungan keluarga dan motivasi berwirausaha terhadap minat berwirausaha melalui self efficacy pada mahasiswa prodi pendidikan administrasi perkantoran angkatan 2018 Universitas Negeri Surabaya. Journal of Office Administration: Education and Practice, 1(3), 298-313.
- Ajzen, I. (2012). The theory of planned behavior. In Handbook of Theories of Social Psychology: Volume 1 (pp. 438–459). SAGE Publications Inc. https://doi.org/10.4135/9781446249215.n22
- Azisah, N., Pontoh, G. T., & Achyar Ibrahim, M. (2021). Game simulasi bisnis dan motivasi belajar dalam pembelajaran ERP. Seminar Nasional Teknologi Informasi, Komunikasi Dan Industri (SNTIK) 13, 1–8.
- Burhanudin, Y. S., Shah Kassim, M., Khair, Z., & Abdullah, M. (2021). Keberkesanan permainan simulasi perniagaan dalam kalangan pelajar UTM. Innovative Teaching and Learning Journal, 5(1), 54–64.
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification.” MindTrek’11, 1–7.
- Ebrahimi, S., Ibrahim, O., Razak Che Hussin, A., & Sedera, D. (2013). Efficiency of knowledge integration in enterprise systems implementation. PACIS 2013 Proceedings, 254. https://aisel.aisnet.org/pacis2013/254
- Elfandi, A., Yohana, C., & Fadillah Fidhyallah, N. (2021). Faktor-faktor yang mempengaruhi intensi berwirausaha pada mahasiswa Universitas di Jakarta. Jurnal Bisnis, Manajemen, dan Keuangan, 2(1), 228–240.
- Ellahi, A., Sultan, F., & Zaka, B. (2016). Digital game based learning in business management education: a step from entertainment to digital literacy. European Journal of Business and Management, 8(22), 64-74.
- Farani, A. Y., Karimi, S., & Motaghed, M. (2017). The role of entrepreneurial knowledge as a competence in shaping Iranian students’ career intentions to start a new digital business. European Journal of Training and Development, 41(1), 83–100. https://doi.org/10.1108/EJTD-07-2016-0054
- Hwang, M., & Cruthirds, K. (2017). Impact of an ERP simulation game on online learning. International Journal of Management Education, 15(1), 60–66. https://doi.org/10.1016/j.ijme.2017.01.004
- Ibrahim, N. A., & Mas’ud, A. (2016). Moderating role of entrepreneurial orientation on the relationship between entrepreneurial skills, environmental factors and entrepreneurial intention: A PLS approach. Management Science Letters, 225–236. https://doi.org/10.5267/j.msl.2016.1.005
- Joella, J., Yulia, Y., & Handojo, A. (2020). Business process simulation game as a business process learning tool for retail companies. International Journal of Industrial Research and Applied Engineering, 5(2). https://doi.org/10.9744/jirae.5.2.33-40
- Kholid, M. N., Urumsah, D., & Hamdani, R. (2018). Expectation confirmation model in the transportation order applications: gender differences. Proceedings of the 31st International Business Information Management Association Conference.
- Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 1–33. https://doi.org/10.1016/j.chb.2021.106963
- Kusuma, M. W. A., & Warmika, I. G. K. (2016). Analisis Faktor-faktor yang mempengaruhi intensi berwirausaha pada mahasiswa S1 FEB Unud. E-Jurnal Manajemen Unud, 5(1), 678–705.
- Lim, D., & Rubasundram, G. A. (2018). Disruption in teaching & learning: experiential learning and gamification in practice. Electronic Journal of Business & Management, 1, 87-93.
- MonsoonSIM. (n.d.). What is MonsoonSIM. Http://Www.Monsoonsim.Com.
- MonsoonSIM. (2022, September 21). ERP 114 in MonsoonSIM’s Curriculum Roadmap– Path to Entrepreneurial Success Part 14! Http://Www.Monsoonsim.Com/Guide.Html?Stage=NEWS_DETAIL&id=974280.
- Musselman, M.-L. (2014). The effect of game-based learning on middle school students’ The effect of game-based learning on middle school students’ academic achievement academic achievement. Graduate Research Papers. https://scholarworks.uni.edu/grp/211
- Ng, Y. H., Lai, S. P., Su, Z. P., Yap, J. Y., Teoh, H. Q., & Lee, H. (2017). Factors influencing accounting students’ career paths. Journal of Management Development, 36(3), 319–329. https://doi.org/10.1108/JMD-11-2015-0169
- Nurbaeti, I., Mulyati, S., Sugiharto, B., Tinggi, S., & Sutaatmadja, I. E. (2016). The effect of financial literacy and accounting literacy to enterpreneurial intention using Theory of Planned Behavior Model. Accounting Research Journal Os Sutaatmadja (Accruals), 1(1), 1–19.
- Platz, L. (2022). Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education. International Journal of Educational Research, 115, 102031, 1-14. https://doi.org/10.1016/j.ijer.2022.102031
- Rahmadi, A. N., & Heryanto, B. (2016). Analisis faktor-faktor yang mempengaruhi minat berwirausaha pada mahasiswa program studi manajemen fakultas ekonomi Universitas Kadiri. Jurnal Ekonomi Universitas Kadiri, 1(1), 153–169.
- Solesvik, M. Z., Westhead, P., Kolvereid, L., & Matlay, H. (2012). Student intentions to become self-employed: The Ukrainian context. Journal of Small Business and Enterprise Development, 19(3), 441–460. https://doi.org/10.1108/14626001211250153
- Tavares, N. (2022). The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review. Nurse Education Today, 117, 105484. https://doi.org/10.1016/j.nedt.2022.105484
- Vos, L., & Brennan, R. (2010). Marketing simulation games: Student and lecturer perspectives. Marketing Intelligence and Planning, 28(7), 882–897. https://doi.org/10.1108/02634501011086472
- Wardana, L. W., Mukhtar, S., Wibowo, A., Narmaditya, B. S., Suprajan, S. E., Patma, T. S., & Mahendra, A. M. (2021). Does the environment impact entrepreneurial business intention? in International Research Conference on Economics and Business, KnE Social Sciences, 140–162. https://doi.org/10.18502/kss.v5i8.9355
- Wardoyo, C., Satrio, Y. D., Narmaditya, B. S., & Wibowo, A. (2021). Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia. Heliyon, 7(11). https://doi.org/10.1016/j.heliyon.2021.e08467
- Wijayanti, P N. G. P., & Suryani, A. (2016). Perbandingan faktor-faktor yang memengaruhi intensi berwirausaha mahasiswa FEB Unud dan mahasiswa FEB Undiknas. E-Jurnal Manajemen Unud, 5(3), 1862–1712.
- Yi, S., & Duval-Couetil, N. (2021). Standards for evaluating impact in entrepreneurship education research: using a descriptive validity framework to enhance methodological rigor and transparency. Entrepreneurship Theory and Practice, 00(0), 1–32.
References
Agusmiati, D., & Wahyudin, A. (2018). Minat berwirausaha dengan self efficacy sebagai variabel moderating. Economic Education Analysis Journal, 7(3), 878–893.
Agustin, M. D., & Trisnawati, N. (2021). Pengaruh lingkungan keluarga dan motivasi berwirausaha terhadap minat berwirausaha melalui self efficacy pada mahasiswa prodi pendidikan administrasi perkantoran angkatan 2018 Universitas Negeri Surabaya. Journal of Office Administration: Education and Practice, 1(3), 298-313.
Ajzen, I. (2012). The theory of planned behavior. In Handbook of Theories of Social Psychology: Volume 1 (pp. 438–459). SAGE Publications Inc. https://doi.org/10.4135/9781446249215.n22
Azisah, N., Pontoh, G. T., & Achyar Ibrahim, M. (2021). Game simulasi bisnis dan motivasi belajar dalam pembelajaran ERP. Seminar Nasional Teknologi Informasi, Komunikasi Dan Industri (SNTIK) 13, 1–8.
Burhanudin, Y. S., Shah Kassim, M., Khair, Z., & Abdullah, M. (2021). Keberkesanan permainan simulasi perniagaan dalam kalangan pelajar UTM. Innovative Teaching and Learning Journal, 5(1), 54–64.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification.” MindTrek’11, 1–7.
Ebrahimi, S., Ibrahim, O., Razak Che Hussin, A., & Sedera, D. (2013). Efficiency of knowledge integration in enterprise systems implementation. PACIS 2013 Proceedings, 254. https://aisel.aisnet.org/pacis2013/254
Elfandi, A., Yohana, C., & Fadillah Fidhyallah, N. (2021). Faktor-faktor yang mempengaruhi intensi berwirausaha pada mahasiswa Universitas di Jakarta. Jurnal Bisnis, Manajemen, dan Keuangan, 2(1), 228–240.
Ellahi, A., Sultan, F., & Zaka, B. (2016). Digital game based learning in business management education: a step from entertainment to digital literacy. European Journal of Business and Management, 8(22), 64-74.
Farani, A. Y., Karimi, S., & Motaghed, M. (2017). The role of entrepreneurial knowledge as a competence in shaping Iranian students’ career intentions to start a new digital business. European Journal of Training and Development, 41(1), 83–100. https://doi.org/10.1108/EJTD-07-2016-0054
Hwang, M., & Cruthirds, K. (2017). Impact of an ERP simulation game on online learning. International Journal of Management Education, 15(1), 60–66. https://doi.org/10.1016/j.ijme.2017.01.004
Ibrahim, N. A., & Mas’ud, A. (2016). Moderating role of entrepreneurial orientation on the relationship between entrepreneurial skills, environmental factors and entrepreneurial intention: A PLS approach. Management Science Letters, 225–236. https://doi.org/10.5267/j.msl.2016.1.005
Joella, J., Yulia, Y., & Handojo, A. (2020). Business process simulation game as a business process learning tool for retail companies. International Journal of Industrial Research and Applied Engineering, 5(2). https://doi.org/10.9744/jirae.5.2.33-40
Kholid, M. N., Urumsah, D., & Hamdani, R. (2018). Expectation confirmation model in the transportation order applications: gender differences. Proceedings of the 31st International Business Information Management Association Conference.
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, 1–33. https://doi.org/10.1016/j.chb.2021.106963
Kusuma, M. W. A., & Warmika, I. G. K. (2016). Analisis Faktor-faktor yang mempengaruhi intensi berwirausaha pada mahasiswa S1 FEB Unud. E-Jurnal Manajemen Unud, 5(1), 678–705.
Lim, D., & Rubasundram, G. A. (2018). Disruption in teaching & learning: experiential learning and gamification in practice. Electronic Journal of Business & Management, 1, 87-93.
MonsoonSIM. (n.d.). What is MonsoonSIM. Http://Www.Monsoonsim.Com.
MonsoonSIM. (2022, September 21). ERP 114 in MonsoonSIM’s Curriculum Roadmap– Path to Entrepreneurial Success Part 14! Http://Www.Monsoonsim.Com/Guide.Html?Stage=NEWS_DETAIL&id=974280.
Musselman, M.-L. (2014). The effect of game-based learning on middle school students’ The effect of game-based learning on middle school students’ academic achievement academic achievement. Graduate Research Papers. https://scholarworks.uni.edu/grp/211
Ng, Y. H., Lai, S. P., Su, Z. P., Yap, J. Y., Teoh, H. Q., & Lee, H. (2017). Factors influencing accounting students’ career paths. Journal of Management Development, 36(3), 319–329. https://doi.org/10.1108/JMD-11-2015-0169
Nurbaeti, I., Mulyati, S., Sugiharto, B., Tinggi, S., & Sutaatmadja, I. E. (2016). The effect of financial literacy and accounting literacy to enterpreneurial intention using Theory of Planned Behavior Model. Accounting Research Journal Os Sutaatmadja (Accruals), 1(1), 1–19.
Platz, L. (2022). Learning with serious games in economics education a systematic review of the effectiveness of game-based learning in upper secondary and higher education. International Journal of Educational Research, 115, 102031, 1-14. https://doi.org/10.1016/j.ijer.2022.102031
Rahmadi, A. N., & Heryanto, B. (2016). Analisis faktor-faktor yang mempengaruhi minat berwirausaha pada mahasiswa program studi manajemen fakultas ekonomi Universitas Kadiri. Jurnal Ekonomi Universitas Kadiri, 1(1), 153–169.
Solesvik, M. Z., Westhead, P., Kolvereid, L., & Matlay, H. (2012). Student intentions to become self-employed: The Ukrainian context. Journal of Small Business and Enterprise Development, 19(3), 441–460. https://doi.org/10.1108/14626001211250153
Tavares, N. (2022). The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review. Nurse Education Today, 117, 105484. https://doi.org/10.1016/j.nedt.2022.105484
Vos, L., & Brennan, R. (2010). Marketing simulation games: Student and lecturer perspectives. Marketing Intelligence and Planning, 28(7), 882–897. https://doi.org/10.1108/02634501011086472
Wardana, L. W., Mukhtar, S., Wibowo, A., Narmaditya, B. S., Suprajan, S. E., Patma, T. S., & Mahendra, A. M. (2021). Does the environment impact entrepreneurial business intention? in International Research Conference on Economics and Business, KnE Social Sciences, 140–162. https://doi.org/10.18502/kss.v5i8.9355
Wardoyo, C., Satrio, Y. D., Narmaditya, B. S., & Wibowo, A. (2021). Do technological knowledge and game-based learning promote students achievement: lesson from Indonesia. Heliyon, 7(11). https://doi.org/10.1016/j.heliyon.2021.e08467
Wijayanti, P N. G. P., & Suryani, A. (2016). Perbandingan faktor-faktor yang memengaruhi intensi berwirausaha mahasiswa FEB Unud dan mahasiswa FEB Undiknas. E-Jurnal Manajemen Unud, 5(3), 1862–1712.
Yi, S., & Duval-Couetil, N. (2021). Standards for evaluating impact in entrepreneurship education research: using a descriptive validity framework to enhance methodological rigor and transparency. Entrepreneurship Theory and Practice, 00(0), 1–32.