Entrepreneurship
M.S. movahedifar; M. Taghvaee Yazdi; Mohammad Salehi
Abstract
Background and Objectives: Today, the creation of shared value between institutions, organizations and businesses is one of the important factors of economic growth and business development and improving stakeholder relations. Therefore, this study aimed to design and validate a tool to measure shared ...
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Background and Objectives: Today, the creation of shared value between institutions, organizations and businesses is one of the important factors of economic growth and business development and improving stakeholder relations. Therefore, this study aimed to design and validate a tool to measure shared value creation in technology businesses with a practical purpose. The main goal of the researcher in the present study was to answer this question: what are the dimensions of the common value creation evaluation tool for technology businesses? The study further attempted to design and validate psychometrics co-value creation tools for technology businesses.Methods: The research adopted a mixed method (grounded theory). Qualitative statistical population consisted of CEOs and board members in the field of information technology and technology businesses and new technology-based businesses. Through purposeful sampling method in accordance with the law of saturation of opinions, 14 people were selected. Statistical community in the qantitative part included more than 2773 companies active in the information technology industry, which are available on the website (www.ictkey.ir) and, consequently, the same number of top and senior managers; Also, due to lack of accurate transparency of information about the statistical community and considering the sample size formula without a statistical population in terms of proportion of 408 first, second and third tier managers working in the field of technology businesses, especially in the field of IT&ICT and new areas of technology, the public and private institutions or companies in Tehran were included by simple random sampling. The primary tool was extensive study of theoretical foundations, previous research, related articles and interviews with experts, which eventually led to the design of the initial questionnaire. Then, face validity and quantitative and qualitative content were examined and its reliability was determined by Cronbach's alpha method and combined reliability with a value above 0.7. Finally, the confirmatory factor analysis of the mentioned tool was confirmed using SPSS21 and Samartpls3 software.Findings: Findings indicate that in formal and quantitative validity content, the effects score of items less than 1.5 and content validity ratio less than 0.62 and content validity index less than 0.79 were removed, which included categories such as internal and external stakeholders, mental integrity and agreements, social psychology, resources and benefits, foresight & futurism, win-win cultural feature, analysis, initiation and pioneering. The results of confirmatory factor analysis test showed that the dimensions of shared value creation include 12 dimensions describing: interactive processes, technology performance/ functionality, customer focus, sustainable value, co-creation requirements, value creation, culture, decision making, economics, value learning, Policies and rules and regulations, opportunities and indicators include 28 components such as needs assessment/needs building, participation and production of shared value, satisfaction and indexable, operation of smart tools/tools, paradigm/technological view, customer, service-based, Based on continuous processes, and model and strategy, social and legal areas, infrastructure, information acquisition and sharing, policy/governance, value generation and absorption, stimulus, benefit sharing, cultural variable, online and up-to-date proposing system, financial, optimal consumption, investors, defining and applying the concept of value, university and higher education, fostering creative manpower, protecting intellectual property, government support policies, motivating and brainstorming individuals, creation opportunities.Conclusion: In evaluating the validity of the structure, the factor load value of all items, appropriate values above 0.4, the reliability of both criteria (Cronbach's alpha, combined reliability), all dimensions above 0.7, the mean extracted variance and all dimensions greater than 0.5 were obtained and approved. Finally, the findings of this study indicated that the designed tool included 12 dimensions and 28 components that had appropriate and strong credibility and reliability and can be used to assess the joint co-creation of value in technological businesses for business excellence and development and creating a new business and economic environment.
Entrepreneurship
S. Rezghi; A. Moghaddam; M. Modarresi
Abstract
Background and Objectives: Training of entrepreneurship skills is considered as one of the key factors to achieve sustainable economic development. In most countries, in addition to entrepreneurship education in college courses, extensive efforts to teach entrepreneurship to children and primary school ...
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Background and Objectives: Training of entrepreneurship skills is considered as one of the key factors to achieve sustainable economic development. In most countries, in addition to entrepreneurship education in college courses, extensive efforts to teach entrepreneurship to children and primary school students are in progress. However, countries with resource-dependent economy have low levels of entrepreneurship education in schools. Design and development of training programs in the field of entrepreneurship in schools can strengthen the entrepreneurial attitudes or the background needed to enter the field of entrepreneurship; and in fact, consider entrepreneurship as a suitable career choice or entrepreneurial job preference. The evidence suggests that formal training cannot create the required entrepreneurial motivation to start a new business. Skills acquired through playing games can be obtained faster and can last longer than what is learned in the classroom. Today, games and game features are used to create innovations in teaching and learning in entrepreneurship and this is probably the most attractive and challenging application of the games. Using games is a good way to experience life and the complex and unknown world of entrepreneurship, especially beacuse this experience takes place in an environment that protects the student from serious risks such as bankruptcy or emotional damage. Therefore, this study investigated the effect of video games by enhancing adolescents' self-efficacy on their career preferences.Method: In this research, a quasi-experimental method was used. For this purpose, some high-school students in Birjand participated in this research. A purposive cluster sampling method was used to select participants. To this end, considering the homogeneity of gender, family characteristics, and income level of the family, the two boys' schools, namely “Sama” and” Darol - Oulum” were considered as the main clusters. In each school, 24 students were selected randomly from 13- to 14-year-old students and were divided into experimental and control groups. Eventually, 20 people participated as the experimental group and 22 people participated as the control group. Pre-test and post-test were taken from all of the four groups and paired samples t-test and Pearson Correlation were used to test the research hypotheses. The data were analyzed using SPSS 26.Findings: The results of the independent samples t-test confirmed the increase in entrepreneurial self-efficacy of adolescents in the experimental group through video games (and not environmental conditions and external factors). Also, the results of independent samples t-test confirmed the effect of video games on adolescent entrepreneurial job preference. Based on the results of Pearson correlation test, a positive and significant relationship between entrepreneurial self-efficacy and adolescent entrepreneurial job preference was also confirmed. Overall, the results showed that playing video games has a positive and significant effect on enhancing entrepreneurial self-efficacy and entrepreneurial job preferences of the participants.Conclusion: The innovative aspect of our research was the smart choice of video games for entrepreneurship education. During the observations, the effect of the game on the improvement of team skills and teamwork was evident. Also, the increase in entrepreneurial job preferences in the test group can be attributed to increasing self-confidence and improving leadership skills. Another interesting result obtained in the study is the importance of the role of planning and coordination in increasing the effectiveness of games for education. Therefore, in order to increase the effectiveness of games in training, satisfaction and support of school officials and parents, it is recommended that the participation of players and playing as a team, creating a competitive environment and facilitating self-assessment and smart choice of video games and game time planning should be considered.