EFFECT OF GAMIFIED LEARNING PROGRAMS ON ENTREPRENEURIAL CREATIVITY OF BUSINESS EDUCATORS IN SOUTH-SOUTH NIGERIAN TERTIARY INSTITUTIONS

Authors

  • Collins Nnamdi Egbule Department of Entrepreneurship Education School of Secondary Education (Business) Federal College of Education (Technical), Asaba, Delta State Author

Keywords:

Business Educators, Entrepreneurial Creativity, Gamified Learning Programs, Idea Generation, Problem Solving, Tertiary Institutions

Abstract

This study examined the effect of gamified learning programs on the entrepreneurial creativity of business educators in South-South Nigerian tertiary institutions. It specifically investigated the influence of gamified learning on idea generation and innovative problem-solving and assessed whether gender and institutional location moderate these effects. Two research questions and two corresponding null hypotheses guided the study. A descriptive survey design was adopted, targeting a population of 521 business educators, from which a sample of 160 educators was drawn using purposive and stratified random sampling. Data collection was conducted over four weeks, combining in-person and online administration, yielding 150 valid responses with a 93.8 percent return rate. A structured questionnaire validated by experts in Business Education, Educational Psychology, and Instructional Technology was used, with reliability established through a test-retest procedure (Spearman correlation = 0.87). Data were analyzed using descriptive statistics and inferential statistics, including an independent-samples t-test and ANOVA, to test null hypotheses. Findings indicated that gamified learning programs significantly enhance both idea generation and innovative problem-solving among business educators. No significant differences were observed based on gender or institutional location. The study concluded that gamified learning is a highly effective pedagogical strategy for fostering entrepreneurial creativity across diverse educator populations. It was recommended that tertiary institutions integrate gamified learning into curricula, ensure gender-inclusive participation, promote scenario-based problem-solving exercises, and adapt programs to both urban and rural contexts to maximize creative and innovative outcomes

 

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Published

2026-05-19