Gamificação no ensino de empreendedorismo: Uma revisão sistemática da literatura e agenda de pesquisa futura

Autores

  • Ana Maria Jeronimo Soares Universidade Federal do Rio Grande do Norte (UFRN), Natal, RN, Brasil https://orcid.org/0000-0002-5250-3529
  • Felipe Luiz Neves Bezerra de Melo Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Norte (IFRN), Nova Cruz, RN, Brasil https://orcid.org/0000-0001-5579-3763
  • Saulo de Tarso Alves Dantas Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Norte (IFRN), Nova Cruz, RN, Brasil https://orcid.org/0000-0003-0552-2089
  • Marcos Paulo da Silva Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Norte (IFRN), Nova Cruz, RN, Brasil https://orcid.org/0000-0002-7955-4916
  • Shirley Luanna Vieira Peixoto Genuino Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Norte (IFRN), Nova Cruz, RN, Brasil https://orcid.org/0000-0003-2299-1629

DOI:

https://doi.org/10.14211/regepe.esbj.e2389

Palavras-chave:

Gamificação, Educação Empreendedora, Simulações de Negócios, Revisão Sistemática da Literatura, TCCM

Resumo

Objetivo: Este estudo busca compreender como pesquisadores têm abordado a gamificação no ensino de empreendedorismo e, a partir dessa análise, propor direções para pesquisas futuras por meio da sistematização de Teorias, Contextos, Características e Metodologias (Framework TCCM). Metodologia: O protocolo Preferred Reporting Items for Systematic Review and Meta-analyses (PRISMA) foi utilizado para a revisão sistemática em oito bases de pesquisa (Web of Science, Science Direct, Scopus, Springer, Emerald, Wiley, Sage e Taylor & Francis). Foram incluídos 33 estudos empíricos, publicados entre 2017 e 2022. Principais Resultados: A maioria das pesquisas não explorou uma variedade de teorias existentes, como a Teoria do Comportamento Planejado. Ademais, os trabalhos se concentram no ensino superior, havendo uma lacuna no contexto do ensino fundamental e médio. Sugere-se que as amostras sejam balanceadas por gênero, análises com métodos mistos, estudos experimentais e longitudinais. Contribuições: O estudo contribui com a literatura ao compilar as principais abordagens adotadas na educação empreendedora gamificada. Ademais, propõe uma agenda de pesquisa a partir das lacunas na literatura. Relevância e originalidade: a pesquisa adota uma abordagem conjunta dos protocolos PRISMA e TCCM, avançando além da mera descrição de resultados, com o intento de fundamentar uma agenda de pesquisa propositiva para a comunidade acadêmica de empreendedorismo. Contribuições gerenciais e sociais: a identificação de melhores práticas para a aplicação da gamificação no ensino de empreendedorismo - o design de jogos e a seleção de objetivos de aprendizagem - fornece insights para os educadores, formuladores de políticas públicas, instituições de fomento ao empreendedorismo e programas corporativos.

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Publicado

01-06-2024

Como Citar

Soares, A. M. J., Melo, F. L. N. B. de, Dantas, S. de T. A., Silva, M. P. da, & Genuino , S. L. V. P. (2024). Gamificação no ensino de empreendedorismo: Uma revisão sistemática da literatura e agenda de pesquisa futura. REGEPE Entrepreneurship and Small Business Journal, 13(2), e2389. https://doi.org/10.14211/regepe.esbj.e2389

Edição

Seção

Artigo de pesquisa (Teórico-empírico)

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