Business simulators and lecturers perception! The case of University of Algarve

Detalhes bibliográficos
Autor(a) principal: Kikot, Tatiana Nikolaevna
Data de Publicação: 2014
Outros Autores: Costa, Gonçalo Jorge Morais da, Fernandes, Silvia Conceição Pinto Brito
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11144/414
Resumo: The purpose of this paper is to investigate the usage of simulation/serious games in the University of Algarve (Portugal), because these novel learning environments are still on an early stage of adoption. Members of the Faculty of Economics (in a total 60 lecturers and their assistants) participated in this study through a mixed survey (closed and ask for agreement queries). The empirical evidences denote interesting results: (i) a response rate of 43 percent; (ii) these tools increase learning engagement; (iii) the lack of information and not sufficient alignment with the course unit hinders the uptake of these technologies within classrooms; (iv) lecturers have a positive perception and consider them as valuable for students’ better learning. Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games and their integration into course curriculum. To conclude, this paper will be divided into five sections: (i) research statement; (ii) research design (aims/objectives, research methodology and data collection/analysis); (iii) findings (lecturers’ profile, awareness, experiences and results summary); (iv) limitations and future work (methodological limitations and tools/analysis upgrade); and, (v) conclusions.
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spelling Business simulators and lecturers perception! The case of University of AlgarveSimulation/serious gamesbusiness studieslearning environmentsempirical evidencesUniversity of AlgarveThe purpose of this paper is to investigate the usage of simulation/serious games in the University of Algarve (Portugal), because these novel learning environments are still on an early stage of adoption. Members of the Faculty of Economics (in a total 60 lecturers and their assistants) participated in this study through a mixed survey (closed and ask for agreement queries). The empirical evidences denote interesting results: (i) a response rate of 43 percent; (ii) these tools increase learning engagement; (iii) the lack of information and not sufficient alignment with the course unit hinders the uptake of these technologies within classrooms; (iv) lecturers have a positive perception and consider them as valuable for students’ better learning. Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games and their integration into course curriculum. To conclude, this paper will be divided into five sections: (i) research statement; (ii) research design (aims/objectives, research methodology and data collection/analysis); (iii) findings (lecturers’ profile, awareness, experiences and results summary); (iv) limitations and future work (methodological limitations and tools/analysis upgrade); and, (v) conclusions.University of Pierre and Marie Currie2014-07-04T11:31:52Z2014-01-01T00:00:00Z2014info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/11144/414engKikot, Tatiana NikolaevnaCosta, Gonçalo Jorge Morais daFernandes, Silvia Conceição Pinto Britoinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-01-11T02:16:00Zoai:repositorio.ual.pt:11144/414Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:33:07.248570Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Business simulators and lecturers perception! The case of University of Algarve
title Business simulators and lecturers perception! The case of University of Algarve
spellingShingle Business simulators and lecturers perception! The case of University of Algarve
Kikot, Tatiana Nikolaevna
Simulation/serious games
business studies
learning environments
empirical evidences
University of Algarve
title_short Business simulators and lecturers perception! The case of University of Algarve
title_full Business simulators and lecturers perception! The case of University of Algarve
title_fullStr Business simulators and lecturers perception! The case of University of Algarve
title_full_unstemmed Business simulators and lecturers perception! The case of University of Algarve
title_sort Business simulators and lecturers perception! The case of University of Algarve
author Kikot, Tatiana Nikolaevna
author_facet Kikot, Tatiana Nikolaevna
Costa, Gonçalo Jorge Morais da
Fernandes, Silvia Conceição Pinto Brito
author_role author
author2 Costa, Gonçalo Jorge Morais da
Fernandes, Silvia Conceição Pinto Brito
author2_role author
author
dc.contributor.author.fl_str_mv Kikot, Tatiana Nikolaevna
Costa, Gonçalo Jorge Morais da
Fernandes, Silvia Conceição Pinto Brito
dc.subject.por.fl_str_mv Simulation/serious games
business studies
learning environments
empirical evidences
University of Algarve
topic Simulation/serious games
business studies
learning environments
empirical evidences
University of Algarve
description The purpose of this paper is to investigate the usage of simulation/serious games in the University of Algarve (Portugal), because these novel learning environments are still on an early stage of adoption. Members of the Faculty of Economics (in a total 60 lecturers and their assistants) participated in this study through a mixed survey (closed and ask for agreement queries). The empirical evidences denote interesting results: (i) a response rate of 43 percent; (ii) these tools increase learning engagement; (iii) the lack of information and not sufficient alignment with the course unit hinders the uptake of these technologies within classrooms; (iv) lecturers have a positive perception and consider them as valuable for students’ better learning. Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games and their integration into course curriculum. To conclude, this paper will be divided into five sections: (i) research statement; (ii) research design (aims/objectives, research methodology and data collection/analysis); (iii) findings (lecturers’ profile, awareness, experiences and results summary); (iv) limitations and future work (methodological limitations and tools/analysis upgrade); and, (v) conclusions.
publishDate 2014
dc.date.none.fl_str_mv 2014-07-04T11:31:52Z
2014-01-01T00:00:00Z
2014
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url http://hdl.handle.net/11144/414
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dc.publisher.none.fl_str_mv University of Pierre and Marie Currie
publisher.none.fl_str_mv University of Pierre and Marie Currie
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