Affiliation:
1. Graduate School of Business, Kyung Hee University, Seoul 02447, Republic of Korea
Abstract
Information control creates inequality in society, and thus, widens the wealth gap. This study aimed to develop entrepreneurship education gamification to understand problems of information control and developed a gamification called “The Avaritia”. To verify the effectiveness of the game, pre/post-questionnaire responses were verified. The results indicate that The Avaritia helped us understand the social problems of information control and had a positive effect on the cognitive change of learners. The results of this study suggest the need for entrepreneurship education using gamification and emphasize the importance of social entrepreneurship.
Funder
National Research Foundation of Korea
Korean Government (Ministry of Science
MSIT (Ministry of Science and ICT), Korea
ITRC
Subject
Management, Monitoring, Policy and Law,Renewable Energy, Sustainability and the Environment,Geography, Planning and Development,Building and Construction
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