Purpose
The purpose of this paper is to contribute to research on individual entrepreneurial intention (IEI) by assessing the importance of entrepreneurship education to students in vocational training programmes and using the theory of planned behaviour (TPB) to analyse these students’ entrepreneurial intentions. The family background of the students and their exposure to entrepreneurship subject matter were included as antecedents of TPB components and IEI.
Design/methodology/approach
To test the research model, the primary data were collected with questionnaires distributed to students in their last year of vocational training programmes with and without entrepreneurship coursework, in a region of Northern Portugal. The data were analysed using structural equation modelling.
Findings
The results show that TPB dimensions substantially contribute to explaining students’ IEI. However, their family background makes only a minor contribution, and exposure to entrepreneurship education has no influence on IEI.
Research limitations/implications
Given these results, the authors propose a broader discussion is needed of the importance of introducing business classes into the curricula of vocational training programmes.
Originality/value
This research’s results show that IEI models need to assign greater importance to variables related to previous exposure to entrepreneurial experiences through direct family members. The findings contribute to a fuller understanding of IEI and the factors that precede the formation of this intention among students in training programmes.
Purpose
The purpose of this paper is to study the role of entrepreneurship in economic development based on the four dimensions of the quadruple helix model (Government, University, Enterprise and Society) in relation to the three stages of economy defined by the GEM (innovation-, efficiency- and factor-driven economies). In this context, the authors considered a set of variables that allowed them to measure and verify the stimulus that the four helixes represent in economic development.
Design/methodology/approach
This study was supported on secondary data from the GEM platform for 58 countries, for 2015. SPSS software was used to analyze data, which allowed the use of the ANOVA and Kruskall-Wallis tests, as well as the generalized linear regression.
Findings
The results show that in the factor-driven economies, there is a greater influence by the industry, while in the efficiency-driven economies, there is homogeneity among the four dimensions, highlighting only the variables “R&D transfer” and “Entrepreneurial Intention”. Because of the constant need for innovation to become more competitive, in the innovation-driven economies, business and government are the most important dimensions.
Research limitations/implications
Both in the scientific community with future empirical studies that can confirm the relevance of this model to better understanding which dimensions of quadruple helix improve economic development, and in the governmental community, to serve for policies and strategies that stimulate entrepreneurship to foster the transition from one stage of economic development to another.
Originality/value
Proposal and test of a quadruple helix model, using the variables available in the GEM database, to the three stages of economic development of the economies that were involved in the GEM.
Quality of teaching is increasingly important for the success of educational institutions. In this context, gamification is a tool often used to improve the teaching-learning process by helping both teachers and students reach their goals in the short, medium and long term. Given the importance of the topic both in academia and society, this article presents a systematic review of the literature on the use of gamification as a tool to enhance the quality of the teaching process in general, and, in particular, the teaching of management. The study searches the most relevant literature on the application of gamification to educational contexts and describes gamification's main themes and constructs based on a systematic literature review of scholarly articles available in ISI Web of Science and Scopus databases. One of the main results of this study is to describe theoretical approaches to gamification and provide a conceptual model that gathers the contribution of various studies and paves the way for future research.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.