SIMULATION AND LEARNING DYNAMICS IN BUSINESS GAMES

Author:

LACRUZ ADONAI JOSÉ1

Affiliation:

1. Federal University of Espírito Santo, Brasil; Universidade Candido Mendes, Brasil

Abstract

ABSTRACT Purpose: This paper studies the influence of simulation dynamics in the learning of business games participants. Originality/gap/relevance/implications: Although many studies suggest the influence of factors linked simulation dynamics in the learning of participants of business games, it is unusual to investigate partial and simultaneous influence. Within lots of studies, the purpose is to evaluate the influence of one antecedent factor on learning of participants in business games. To explore possible inter-relationships between independent variables and effects of interaction expands the scope of analysis. Key methodological aspects: It was examined the statements of 90 undergraduate management students of four institutions of higher education in Brazil, by analysis through multiple linear regression model in six variables linked simulation dynamics (professor, manual, team, complexity, debriefing and duration). Summary of key results: Two variables composed the multiple linear regression model (debriefing and duration). These variables obtained a degree of association of 59% with the quantum of learning perceived by the participants of business games and explained 32% of its variation. Key considerations/conclusions: The findings of this study may contribute to elaborate lesson plans with business games describing the influence of factors linked simulation dynamics, many of them under the professor control.

Publisher

FapUNIFESP (SciELO)

Subject

Sociology and Political Science,General Business, Management and Accounting

Reference54 articles.

1. The impact of gender composition on team performance and decision-making: evidence from the field;Apesteguia J.;Management Science,2012

2. Simulação de negócios no ensino da administração em centro de educação brasileiro;Araújo U. P.;Revista Iberoamericana sobre Calidad, Eficacia y Cambio en Educación,2015

3. Applying Bloom's revised taxonomy in business games;Ben-Zvi T.;Developments in Business Simulation and Experiential Exercises,2008

4. Taxonomy of educational objectives;Bloom B. S.,1956

5. A framework for assessing the competencies reflected in simulation performance;Cannon H. M.;Developments in Business Simulation and Experiential Learning,1999

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. JOGOS DE EMPRESAS: PERCEPÇÃO DOS ALUNOS DE GRADUAÇÃO E PÓS-GRADUAÇÃO SOBRE APLICAÇÃO DESSE MÉTODO;Revista Contemporânea;2023-12-26

2. mercado mediático en el aula;HUMAN REVIEW. International Humanities Review / Revista Internacional de Humanidades;2022-12-12

3. The Uses of Games That Transcend the Play and Mediate Learning;Research Anthology on Developments in Gamification and Game-Based Learning;2022

4. Business simulation and assurance of learning;Quality Assurance in Education;2019-10-14

5. The Uses of Games That Transcend the Play and Mediate Learning;Handbook of Research on Immersive Digital Games in Educational Environments;2019

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3