Effect of Business Simulation Game in Enhancing Entrepreneural Competencies of Grade 10 Students

Authors

  • Kristine P. Pineda Sultan Kudarat State University (SKSU) Author

DOI:

https://doi.org/10.5281/zenodo.22917846

Keywords:

Business Simulation Game, Entrepreneurial Competencies, Entrepreneurship Education, Experiential Learning

Abstract

This study examined the effect of a Business Simulation Game (BSG) on the entrepreneurial competencies and learning performance of Grade 10 students at General Santos City National Secondary School of Arts and Trades. A quasi-experimental pretest-posttest non-equivalent groups design was employed involving 86 students, with 43 students in the experimental group and 43 in the control group. The experimental group received BSG-based instruction, while the control group received lecture-discussion instruction. Data were gathered using an Entrepreneurial Competencies Questionnaire, Expert Evaluation Questionnaire, 25-item achievement test, retention test, and Student Satisfaction and Learning Experience Questionnaire and were analyzed using descriptive and inferential statistics. Results showed that students generally highly practiced entrepreneurial competencies, with Into Action obtaining the highest rating. The BSG obtained an overall expert-evaluation mean of 3.87 (SD = 0.85), classified as Totally Equivalent based on the adopted expert-evaluation scale. The experimental group attained a posttest mean of 23.88 (SD = 1.53), equivalent to 95.52% of the maximum possible score and classified as Very Effective. Although both groups significantly improved from pretest to posttest, the experimental group obtained significantly higher posttest scores and greater gain scores than the control group, while no significant difference was found between the groups at pretest. The experimental group maintained 98.05% of its posttest performance after two weeks and reported an overall Very Satisfied learning experience (M = 3.86, SD = 0.87).

 

The findings indicate that the BSG can serve as a complementary instructional strategy for Grade 10 Entrepreneurship by providing opportunities to apply entrepreneurial knowledge through decision-making, problem-solving, and simulated business experiences. 

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Published

2026-09-23

How to Cite

Pineda, K. (2026). Effect of Business Simulation Game in Enhancing Entrepreneural Competencies of Grade 10 Students. Aloysian Interdisciplinary Journal of Social Sciences, Education, and Allied Fields, 2(9), 721-737. https://doi.org/10.5281/zenodo.22917846

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