Gamified Learning and Entrepreneurial Skill Development: The Case of Business Adventure – The Entrepreneur’s Quest in Malaysian Polytechnics
Keywords:
entreprenuership; management; educational board game.Abstract
Today's world shows an increasing demand for educational resources that go beyond theory, aiming to develop practical skills and encourage an entrepreneurial mindset. This is evident in the rapid changes in economic landscapes, innovation, and entrepreneurship. The Entrepreneur’s Quest: Business Adventure is an innovative educational board game designed to transform how business and entrepreneurship concepts are taught especially to diploma and undergraduate students. Moving beyond passive learning, the game engages players in an active simulation where they must navigate the complexities of starting and growing a business from launching a startup to managing a corporate empire. Unlike conventional board games, this game combines a structured knowledge system through tier up question cards covering management, marketing, strategy, and digital entrepreneurship. Players must answer questions given correctly to make strategic moves such as purchasing properties, upgrading businesses, and making investment decisions. The inclusion of real-world inspired event cards such as market crashes, tech booms, and product recalls has added layers of unpredictability and critical decision-making. By doing so, it’s allowing players to experience the volatility and excitement of entrepreneurial ventures in a lower risk setting. This study adopts a design-based research (DBR) methodology to evaluate the educational impact of the game among a group of diploma students in polytechnic. Data collected through observations, focus group discussions, and pre/post-game surveys reveal that the game significantly enhances commitment, motivation, and comprehension of core business concepts. Students reported increased confidence in applying theory to practice, along with improvements in financial literacy, strategic thinking, and teamwork. The results verify the game's effectiveness as both a revision tool and a platform for experiential learning. It encourages students to think critically, collaborate, and adapt to challenges as skills essential in today’s entrepreneurial ecosystem. Furthermore, the game's content aligns with current trends in digital business, such as innovation, online marketing, and globalization, making it a relevant and future-oriented teaching tool. This product innovation recommends integrating The Entrepreneur’s Quest into entrepreneurship and management curricula to complement conventional teaching methods. It also proposes digital adaptation and content customization to be broad and versatile. Ultimately, this gamified approach redefines how management and entrepreneurship is taught, making learning more engaging, outstanding, and impactful.
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The content of The International Journal of Technical Vocational and Engineering Technology (IJTVET) is licensed under a Creative Commons Attribution 4.0 International license (CC BY NC ND 4.0). Authors transfer the ownership of their articles' copyright and publication right to the International Journal of Technical Vocational and Engineering Technology (IJTVET). Permission is granted to the Malaysian Technical Doctorate Association (MTDA) to publish the submitted articles. The authors also permit any third party to freely share the article as long as the original authors and citation information are properly cited.













