Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study

This qualitative study aims to explore the changes of six elements of entrepreneurship (EE) among teenagers after they played an educational board game called Traders of Antrapre (“Traders”). The six elements are namely (1) self-esteem, (2) competitive traits, (3) resilience, (4) self-efficacy, (5...

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Main Author: Kususanto, Prihadi
Format: Article
Language:English
Published: Penerbit Universiti Kebangsaan Malaysia 2015
Online Access:http://journalarticle.ukm.my/10069/
http://journalarticle.ukm.my/10069/
http://journalarticle.ukm.my/10069/1/169-582-1-PB.pdf
id ukm-10069
recordtype eprints
spelling ukm-100692017-02-03T04:17:59Z http://journalarticle.ukm.my/10069/ Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study Kususanto, Prihadi This qualitative study aims to explore the changes of six elements of entrepreneurship (EE) among teenagers after they played an educational board game called Traders of Antrapre (“Traders”). The six elements are namely (1) self-esteem, (2) competitive traits, (3) resilience, (4) self-efficacy, (5) practical intelligence and (6) experience. These elements have been reported as significant contributors to opportunity pursuing skills, which can also be defined as entrepreneurship skills. Moreover, two entrepreneurship styles, namely Kirnzerian (explorative) and Schumpeterian (creative-innovative) were reported to be significantly affected by the six EEs. 12 participants between 11 to 15 years old were briefed and asked to play the board game twice every week for four consecutive weeks, and their in-game behavior were video-recorded and observed. The qualitative data was analyzed in two cycles, namely in vivo and thematic analyses. It was discovered that the more the subjects played the game, the more they showed more adequacy in the six EEs. More importantly, findings of this explorative study led to the hypothesized interrelationship among the EEs as follows: experience influences self-esteem, competitive traits, resilience, and self-efficacy; however, its influence is mediated by practical intelligence. Suggestion to conduct quantitative studies in this subject is presented at the end of this paper. Penerbit Universiti Kebangsaan Malaysia 2015 Article PeerReviewed application/pdf en http://journalarticle.ukm.my/10069/1/169-582-1-PB.pdf Kususanto, Prihadi (2015) Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study. Jurnal Psikologi Malaysia, 29 (2). pp. 43-60. ISSN 2289-8174 http://spaj.ukm.my/ppppm/jpm/issue/view/23
repository_type Digital Repository
institution_category Local University
institution Universiti Kebangasaan Malaysia
building UKM Institutional Repository
collection Online Access
language English
description This qualitative study aims to explore the changes of six elements of entrepreneurship (EE) among teenagers after they played an educational board game called Traders of Antrapre (“Traders”). The six elements are namely (1) self-esteem, (2) competitive traits, (3) resilience, (4) self-efficacy, (5) practical intelligence and (6) experience. These elements have been reported as significant contributors to opportunity pursuing skills, which can also be defined as entrepreneurship skills. Moreover, two entrepreneurship styles, namely Kirnzerian (explorative) and Schumpeterian (creative-innovative) were reported to be significantly affected by the six EEs. 12 participants between 11 to 15 years old were briefed and asked to play the board game twice every week for four consecutive weeks, and their in-game behavior were video-recorded and observed. The qualitative data was analyzed in two cycles, namely in vivo and thematic analyses. It was discovered that the more the subjects played the game, the more they showed more adequacy in the six EEs. More importantly, findings of this explorative study led to the hypothesized interrelationship among the EEs as follows: experience influences self-esteem, competitive traits, resilience, and self-efficacy; however, its influence is mediated by practical intelligence. Suggestion to conduct quantitative studies in this subject is presented at the end of this paper.
format Article
author Kususanto, Prihadi
spellingShingle Kususanto, Prihadi
Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study
author_facet Kususanto, Prihadi
author_sort Kususanto, Prihadi
title Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study
title_short Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study
title_full Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study
title_fullStr Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study
title_full_unstemmed Utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study
title_sort utilizing “traders” board game to improve entrepreneurship factors among teenagers: a qualitative study
publisher Penerbit Universiti Kebangsaan Malaysia
publishDate 2015
url http://journalarticle.ukm.my/10069/
http://journalarticle.ukm.my/10069/
http://journalarticle.ukm.my/10069/1/169-582-1-PB.pdf
first_indexed 2023-09-18T19:56:24Z
last_indexed 2023-09-18T19:56:24Z
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