Distance learning for training business game tutors

Detalhes bibliográficos
Autor(a) principal: Marinho,Mariana de Toledo
Data de Publicação: 2017
Outros Autores: Rodrigues,José de Souza, Zambon,Katia Livia, Crepaldi,Antonio Fernando
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Production
Texto Completo: http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132017000200315
Resumo: Abstract This work is the result of research that proposes the incorporation of Distance Learning into a Business Game as a strategy to enhance tutor training, considering entrepreneurship difficulties faced by public school teachers. Part of the problem could be attributed to subject type, because, in general, it is not common to find entrepreneurship on school curricula. The Distance Learning (DL) activities were developed using the Moodle platform and structured by topic to increase educational flexibility and achieve a better balance between individual reflection and online discussion. It was developed in four steps: course content development; course evaluation by computer technicians; restructuring the course based on course evaluation done by computer technicians and course evaluation by teachers from the public school system. A preliminary test was performed with informatics technicians to technically evaluate the learning environment. Based on this, the course was restructured, applying corrections and adjustments to improve environment usability. After corrections, a final test was conducted with public school system teachers to analyze user perception, which gave a positive result. Virtual learning environment evaluation is complex and multidisciplinary, requiring the technical knowledge of internet programming and a conceptual knowledge of education, especially in the field of learning. When the evaluation done by teachers was examined, it was found that deficiencies pointed out by computer technicians had been resolved, giving a positive rating. This current research concludes that DL can improve the use of games, because it is possible to structure the content related to the learning gaps of specific groups of students. In this respect the use of games results can guide the development of content.
id ABEPRO-1_8c4e7d3fa0fd6ca1fa6540c176dcb584
oai_identifier_str oai:scielo:S0103-65132017000200315
network_acronym_str ABEPRO-1
network_name_str Production
repository_id_str
spelling Distance learning for training business game tutorsEntrepreneurshipBusiness gameDistance learning courseAbstract This work is the result of research that proposes the incorporation of Distance Learning into a Business Game as a strategy to enhance tutor training, considering entrepreneurship difficulties faced by public school teachers. Part of the problem could be attributed to subject type, because, in general, it is not common to find entrepreneurship on school curricula. The Distance Learning (DL) activities were developed using the Moodle platform and structured by topic to increase educational flexibility and achieve a better balance between individual reflection and online discussion. It was developed in four steps: course content development; course evaluation by computer technicians; restructuring the course based on course evaluation done by computer technicians and course evaluation by teachers from the public school system. A preliminary test was performed with informatics technicians to technically evaluate the learning environment. Based on this, the course was restructured, applying corrections and adjustments to improve environment usability. After corrections, a final test was conducted with public school system teachers to analyze user perception, which gave a positive result. Virtual learning environment evaluation is complex and multidisciplinary, requiring the technical knowledge of internet programming and a conceptual knowledge of education, especially in the field of learning. When the evaluation done by teachers was examined, it was found that deficiencies pointed out by computer technicians had been resolved, giving a positive rating. This current research concludes that DL can improve the use of games, because it is possible to structure the content related to the learning gaps of specific groups of students. In this respect the use of games results can guide the development of content.Associação Brasileira de Engenharia de Produção2017-01-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132017000200315Production v.27 n.spe 2017reponame:Productioninstname:Associação Brasileira de Engenharia de Produção (ABEPRO)instacron:ABEPRO10.1590/0103-6513.221816info:eu-repo/semantics/openAccessMarinho,Mariana de ToledoRodrigues,José de SouzaZambon,Katia LiviaCrepaldi,Antonio Fernandoeng2017-07-19T00:00:00Zoai:scielo:S0103-65132017000200315Revistahttps://www.scielo.br/j/prod/https://old.scielo.br/oai/scielo-oai.php||production@editoracubo.com.br1980-54110103-6513opendoar:2017-07-19T00:00Production - Associação Brasileira de Engenharia de Produção (ABEPRO)false
dc.title.none.fl_str_mv Distance learning for training business game tutors
title Distance learning for training business game tutors
spellingShingle Distance learning for training business game tutors
Marinho,Mariana de Toledo
Entrepreneurship
Business game
Distance learning course
title_short Distance learning for training business game tutors
title_full Distance learning for training business game tutors
title_fullStr Distance learning for training business game tutors
title_full_unstemmed Distance learning for training business game tutors
title_sort Distance learning for training business game tutors
author Marinho,Mariana de Toledo
author_facet Marinho,Mariana de Toledo
Rodrigues,José de Souza
Zambon,Katia Livia
Crepaldi,Antonio Fernando
author_role author
author2 Rodrigues,José de Souza
Zambon,Katia Livia
Crepaldi,Antonio Fernando
author2_role author
author
author
dc.contributor.author.fl_str_mv Marinho,Mariana de Toledo
Rodrigues,José de Souza
Zambon,Katia Livia
Crepaldi,Antonio Fernando
dc.subject.por.fl_str_mv Entrepreneurship
Business game
Distance learning course
topic Entrepreneurship
Business game
Distance learning course
description Abstract This work is the result of research that proposes the incorporation of Distance Learning into a Business Game as a strategy to enhance tutor training, considering entrepreneurship difficulties faced by public school teachers. Part of the problem could be attributed to subject type, because, in general, it is not common to find entrepreneurship on school curricula. The Distance Learning (DL) activities were developed using the Moodle platform and structured by topic to increase educational flexibility and achieve a better balance between individual reflection and online discussion. It was developed in four steps: course content development; course evaluation by computer technicians; restructuring the course based on course evaluation done by computer technicians and course evaluation by teachers from the public school system. A preliminary test was performed with informatics technicians to technically evaluate the learning environment. Based on this, the course was restructured, applying corrections and adjustments to improve environment usability. After corrections, a final test was conducted with public school system teachers to analyze user perception, which gave a positive result. Virtual learning environment evaluation is complex and multidisciplinary, requiring the technical knowledge of internet programming and a conceptual knowledge of education, especially in the field of learning. When the evaluation done by teachers was examined, it was found that deficiencies pointed out by computer technicians had been resolved, giving a positive rating. This current research concludes that DL can improve the use of games, because it is possible to structure the content related to the learning gaps of specific groups of students. In this respect the use of games results can guide the development of content.
publishDate 2017
dc.date.none.fl_str_mv 2017-01-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132017000200315
url http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0103-65132017000200315
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 10.1590/0103-6513.221816
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv text/html
dc.publisher.none.fl_str_mv Associação Brasileira de Engenharia de Produção
publisher.none.fl_str_mv Associação Brasileira de Engenharia de Produção
dc.source.none.fl_str_mv Production v.27 n.spe 2017
reponame:Production
instname:Associação Brasileira de Engenharia de Produção (ABEPRO)
instacron:ABEPRO
instname_str Associação Brasileira de Engenharia de Produção (ABEPRO)
instacron_str ABEPRO
institution ABEPRO
reponame_str Production
collection Production
repository.name.fl_str_mv Production - Associação Brasileira de Engenharia de Produção (ABEPRO)
repository.mail.fl_str_mv ||production@editoracubo.com.br
_version_ 1754213154410201088