Abstract
The increasing inclusion of gamified courses in entrepreneurship programmes in higher education have left gaps in understanding the critical essentials of the multi-generational student cohort undertaking these programmes. In this paper, we interrogate the educational experiences of multi-generational higher education students in a core gamified entrepreneurship course in an undergraduate business school programme. The research analyzed 392 course feedback responses from three generations (X, Y and Z) of a multi-generational cohort. The study developed and validated a behaviour-results model for gamified entrepreneurship courses leading to student entrepreneurial intention and entrepreneurial orientation, and disaggregated student engagement into it's multiple dimensions of cognitive, behavioural and emotional. The model also validated six dimensions of individual entrepreneurship orientation. Using the model, the study found differences in the component variables based on student Generations X, Y, and Z. Also, student cognitive and behavioural engagement led to entrepreneurial intention which also influenced student entrepreneurial orientation. There were marked differences in student grit, cognitive engagement, and emotional engagement between Generations X and Z. Furthermore, generational differences existed amongst Generation Z and Y, and also for Generation Z and X in student entrepreneurial intention. The study also confirmed the difference in entrepreneurial orientation between Generations X and Z. Additionally, the study found that there is a need to contextualize student engagement facilitators such as results demonstrability of the business simulation platform, student grit and user characteristics as they have selective effects on student cognition, behavioural and emotional engagements in a multi-generational student cohort of Generation X, Y and Z.
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