An Exploration of Cognitive and Non-Cognitive Skills Relevant to Entrepreneurial Behavior Within a Video Game Environment
dc.contributor.advisor | Koole, Marguerite | |
dc.contributor.committeeMember | Morrison, Dirk | |
dc.contributor.committeeMember | Wilson, Jay | |
dc.contributor.committeeMember | McDowell, Paula | |
dc.contributor.committeeMember | Deters, Ralph | |
dc.creator | Krause, Daniel J | |
dc.creator.orcid | 0000-0002-2434-1323 | |
dc.date.accessioned | 2021-09-22T22:01:31Z | |
dc.date.available | 2021-09-22T22:01:31Z | |
dc.date.created | 2021-11 | |
dc.date.issued | 2021-07-30 | |
dc.date.submitted | November 2021 | |
dc.date.updated | 2021-09-22T22:01:31Z | |
dc.description.abstract | This qualitative, empirical study explored the cognitive and non-cognitive skills relevant to entrepreneurship exhibited by students as they played a simulation type video game known as Capitalism Lab. Entrepreneurship education programs and video games for learning have been and continue to be implemented all over the world as nations compete in a global economy. The use of entrepreneurship education programs and video games for learning influences the entrepreneurial knowledge, intent, and skills of the students who partake in them. While the application of cognitive and non-cognitive skills has been found to have a positive relationship with both student development and their long-term economic outcomes seems to be supported, the connection of cognitive/non-cognitive skills to specific entrepreneurship skills was unclear. The primary methods for data collection used in this study were 1) participant observation completed through reviewing screen capture recordings of Capitalism Lab gameplay and 2) semi-structured interviews. This study examined the in-game behaviors of six students as they individually played Capitalism Lab. The main goal was to seek insight into the cognitive and non-cognitive skills leveraged by the student while they played the game and how these skills may be related to areas of entrepreneurial skill. Connections were found between the cognitive and non-cognitive skills and entrepreneurial minds. The information gathered in this study may serve as a basis for further research into the investigation, development, and refinement of how the cognitive and non-cognitive skills related to entrepreneurship are exercised as students play video games. | |
dc.format.mimetype | application/pdf | |
dc.identifier.uri | https://hdl.handle.net/10388/13603 | |
dc.subject | cognitive skills | |
dc.subject | non-cognitive skills | |
dc.subject | entrepreneurship education | |
dc.subject | video games | |
dc.title | An Exploration of Cognitive and Non-Cognitive Skills Relevant to Entrepreneurial Behavior Within a Video Game Environment | |
dc.type | Thesis | |
dc.type.material | text | |
thesis.degree.department | Curriculum Studies | |
thesis.degree.discipline | Curriculum Studies | |
thesis.degree.grantor | University of Saskatchewan | |
thesis.degree.level | Masters | |
thesis.degree.name | Master of Education (M.Ed.) |