TY - JOUR
T1 - GAMIFIED ENTREPRENEURIAL TRAINING, MATURITY OF E-COMMERCE ADOPTION IN ENHANCING SMALL BUSINESS PERFORMANCE
AU - Lasmy,
AU - Mursitama, Tirta Nugraha
AU - Asnan Furinto, Management
AU - Wijanto, Setyo Hari
N1 - Publisher Copyright:
© 2021. All Rights Reserved.
PY - 2021
Y1 - 2021
N2 - Entrepreneurship is the main driver of a country's economy, including Indonesia. MSMEs provide a large contribution to Indonesia's GDP, even larger than large scale businesses. In addition, it has high labor absorption. Therefore, the business performance of MSMEs needs to be maintained, even scaling up. However, MSMEs lack confidence in ecommerce adoption and have minimal entrepreneurship training. This study examines the gamified role of entrepreneurship training (ET) on the maturity of e-commerce adoption (MECA) in enhancing the performance of small businesses (SBP). This research is a quantitative study, distributing questionnaires online with a total number of respondents of 459 small businesses in the F&B sector in Jakarta with age >3 years, and data analysis using SEM LISREL. This study's results are gamification, which plays an essential role in the ET process; ET and MECA has a significant effect on the MECA, partially. Meanwhile, ET does not have a significant effect on the SBP through MECA mediation.
AB - Entrepreneurship is the main driver of a country's economy, including Indonesia. MSMEs provide a large contribution to Indonesia's GDP, even larger than large scale businesses. In addition, it has high labor absorption. Therefore, the business performance of MSMEs needs to be maintained, even scaling up. However, MSMEs lack confidence in ecommerce adoption and have minimal entrepreneurship training. This study examines the gamified role of entrepreneurship training (ET) on the maturity of e-commerce adoption (MECA) in enhancing the performance of small businesses (SBP). This research is a quantitative study, distributing questionnaires online with a total number of respondents of 459 small businesses in the F&B sector in Jakarta with age >3 years, and data analysis using SEM LISREL. This study's results are gamification, which plays an essential role in the ET process; ET and MECA has a significant effect on the MECA, partially. Meanwhile, ET does not have a significant effect on the SBP through MECA mediation.
KW - Entrepreneurial Training
KW - Gamification
KW - Maturity of E-Commerce Adoption
KW - SmallBusiness Performance
UR - http://www.scopus.com/inward/record.url?scp=85109455343&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:85109455343
SN - 1087-9595
VL - 27
SP - 1
EP - 7
JO - Academy of Entrepreneurship Journal
JF - Academy of Entrepreneurship Journal
IS - 3
ER -