Éducation à l’entrepreneuriat numérique et ludification : une étude à méthodes mixtes sur la motivation intrinsèque et l’engagement des étudiants

Contenu principal de l'article

Cheng-Wen Lee
Romi Ilham

Résumé

INTRODUCTION. Les progrès rapides de la technologie et l’évolution de l’économie numérique ont mis en évidence l’importance des systèmes d’apprentissage dans le cadre de l’éducation à l’entrepreneuriat numérique. Cette étude explore l’effet modérateur de la ludification sur la motivation intrinsèque et l’engagement des étudiants dans le cadre de cette édu-
cation, afin de pallier le manque de compréhension concernant l’influence de la ludification dans ce contexte d’apprentissage. METHODES. Une approche séquentielle explicative à méthodes mixtes a été employée. La phase quantitative, menée auprès de 630 étudiants, a utilisé la modélisation par équations structurelles avec la méthode des moindres carrés partiels (SEM-PLS) pour examiner les relations entre l’éducation à l’entrepreneuriat numérique, la motivation intrinsèque et l’engagement des étudiants. La phase qualitative, menée auprès de 15 participants, a consisté en des entretiens semi-structurés et analysés à l’aide d’une analyse thématique afin d’approfondir les résultats quantitatifs. RESULTATS. L’analyse quantitative a révélé des relations significatives entre l’éducation à l’entrepreneuriat numérique et, d’une part, la motivation intrinsèque et, d’autre part, l’engagement des étudiants. Cependant, l’effet modérateur de la ludification s’est avéré considérablement affaibli. La phase qualitative a par ailleurs mis en évidence que certains éléments de ludification, tels que les récompenses extérieures, la compétition et la réduction de l’autonomie, peuvent avoir un effet négatif sur la motivation intrinsèque. DISCUSSION. Les résultats remettent en question l’idée reçue selon laquelle la ludification améliore intrinsèquement la motivation. Si la ludification peut accroître l’engagement des étudiants, elle peut également réduire involontairement la motivation intrinsèque en s’appuyant de manière excessive sur les récompenses extérieures et la compétition. Ces résultats ne remettent pas seulement en question l’hypothèse courante selon
laquelle la ludification renforcerait intrinsèquement la motivation, mais ils contribuent également à la compréhension théorique de son impact sur la motivation intrinsèque et l’engagement. Sur le plan pratique, ces résultats suggèrent que les enseignants devraient adopter une approche plus équilibrée de la gamification, en intégrant avec soin les récompenses extrinsèques et la compétition afin de favoriser à la fois la motivation intrinsèque et l’engagement des élèves.

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Lee, C.-W., & Ilham, R. (2025). Éducation à l’entrepreneuriat numérique et ludification : une étude à méthodes mixtes sur la motivation intrinsèque et l’engagement des étudiants. Bordón. Revista De Pedagogía, 77(4), 35–67. https://doi.org/10.13042/Bordon.2025.1114626
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Cheng-Wen Lee, Chung Yuan Christian University (Taiwan)

Professor of International Business and serves as Dean of Academic Affairs at Chung Yuan Christian University in Taiwan (CYCU). She received her Ph.D. from Waseda University, Japan. Her present areas of interest in research are international business, global logistics, and environmental management, with particular emphasis on ESG, CSR, green supply chains, greenhouse gas management, knowledge management and technological innovation, She leads university-wide AoL and AACSB accreditation initiatives, develops AI–FinTech–Big Data micro-credential programs, and mentors graduate research integrating analytical rigor with practical sustainability impact.

Romi Ilham, Universitas Hayam Wuruk Perbanas (Indonesia)

Assistant professor in the Faculty of Economics and Business at Universitas Hayam Wuruk Perbanas, Surabaya, Indonesia. He is currently pursuing a Ph.D. in Management Information Systems at the Department of Business, Chung Yuan Christian University. His current research focuses on education technology management, data science, and digital marketing. He has published several academic articles and received several research grants from the Indonesian Ministry of Education related to learning methods technology. In addition, he also holds several copyrights for computer software in the field of learning that has been developed and used by the Indonesian public.

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