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The Avaritia: Entrepreneurship Practice to Understand the Problem of Information Control through Gamification

doi: 10.3390/su15086738
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.
- Kyung Hee University Korea (Republic of)
- Kyung Hee University Korea (Republic of)
Environmental effects of industries and plants, TJ807-830, TD194-195, gamification in learning, Renewable energy sources, Environmental sciences, gamified learning, sustainable learning, gamification, GE1-350, social problem, gamification; social problem; sustainable learning; gamified learning; gamification in learning
Environmental effects of industries and plants, TJ807-830, TD194-195, gamification in learning, Renewable energy sources, Environmental sciences, gamified learning, sustainable learning, gamification, GE1-350, social problem, gamification; social problem; sustainable learning; gamified learning; gamification in learning
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