Brazilian students and working capital: An analysis of their decisions when using virtual market business games

Detalhes bibliográficos
Autor(a) principal: De Souza Rodr José, José [UNESP]
Data de Publicação: 2011
Outros Autores: Dinis-Carvalho, José, Lima, Rui M., Salgado, Manoel Henrique [UNESP]
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://hdl.handle.net/11449/232012
Resumo: This study aims to demonstrate that data from business games can be an important resource for improving efficiency and effectiveness of learning. The proposal presented here was developed from preliminary studies of data from Virtual Market games that pointed the possibility of identifying gaps in learning by analyzing the decisions of students. This proposal helps students to refine their learning processes and equips tutors with strategies for teaching and student assessment. The proposal also complements the group discussion and/or debriefing, which are widely used to enhance learning mediated by games. However, from a management perspective the model has the potential to be erroneous and miss opportunities, which cannot be detected because of the dependence on the characteristics of the individual, such as ability to communicate and work together. To illustrate the proposed technique, data sets from two business games were analyzed with the focus on managing working capital and it was found that students had difficulties managing this task. Similar trends were observed in all categories of students in the study-undergraduate, postgraduate and specialization. This discovery led us to the analysis of data for decisions made in the performance of the games, and it was determined that indicators could be developed that were capable of indentifying inconsistencies in the decisions. It was decided to apply some basic concepts of the finance management, such as management of the operational and non-operational expenditures, as well as production management concepts, such as the use of the production capacity. By analyzing the data from the Virtual Market games using the indicator concept, it was possible to detect the lack of domain knowledge of the students. Therefore, these indicators can be used to analyze the decisions of the players and guide them during the game, increasing their effectiveness and efficiency. As these indicators were developed from specific content, they can also be used to develop teaching materials to support learning. Viewed in this light, the proposal adds new possibilities for using business games in learning. In addition to the intrinsic learning that is achieved through playing the games, they also assist in driving the learning process. This study considers the applications and the methodology used. © 2011 TEMPUS Publications.
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spelling Brazilian students and working capital: An analysis of their decisions when using virtual market business gamesBusiness gameTeaching-learning in the engineering coursesTeaching-learning processThis study aims to demonstrate that data from business games can be an important resource for improving efficiency and effectiveness of learning. The proposal presented here was developed from preliminary studies of data from Virtual Market games that pointed the possibility of identifying gaps in learning by analyzing the decisions of students. This proposal helps students to refine their learning processes and equips tutors with strategies for teaching and student assessment. The proposal also complements the group discussion and/or debriefing, which are widely used to enhance learning mediated by games. However, from a management perspective the model has the potential to be erroneous and miss opportunities, which cannot be detected because of the dependence on the characteristics of the individual, such as ability to communicate and work together. To illustrate the proposed technique, data sets from two business games were analyzed with the focus on managing working capital and it was found that students had difficulties managing this task. Similar trends were observed in all categories of students in the study-undergraduate, postgraduate and specialization. This discovery led us to the analysis of data for decisions made in the performance of the games, and it was determined that indicators could be developed that were capable of indentifying inconsistencies in the decisions. It was decided to apply some basic concepts of the finance management, such as management of the operational and non-operational expenditures, as well as production management concepts, such as the use of the production capacity. By analyzing the data from the Virtual Market games using the indicator concept, it was possible to detect the lack of domain knowledge of the students. Therefore, these indicators can be used to analyze the decisions of the players and guide them during the game, increasing their effectiveness and efficiency. As these indicators were developed from specific content, they can also be used to develop teaching materials to support learning. Viewed in this light, the proposal adds new possibilities for using business games in learning. In addition to the intrinsic learning that is achieved through playing the games, they also assist in driving the learning process. This study considers the applications and the methodology used. © 2011 TEMPUS Publications.UNESP(Univ. Estadual Paulista), Av.Luiz Edmundo Carrijo Coube, 14-01, 17033-360-Bauru/SPUniversity of Minho Department of Production and Systems Campus de Azurém, 4800-058-GuimarãesUNESP(Univ. Estadual Paulista), Av.Luiz Edmundo Carrijo Coube, 14-01, 17033-360-Bauru/SPUniversidade Estadual Paulista (UNESP)Department of Production and SystemsDe Souza Rodr José, José [UNESP]Dinis-Carvalho, JoséLima, Rui M.Salgado, Manoel Henrique [UNESP]2022-04-29T08:48:41Z2022-04-29T08:48:41Z2011-07-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/article644-655International Journal of Engineering Education, v. 27, n. 3 PART 1, p. 644-655, 2011.0949-149Xhttp://hdl.handle.net/11449/2320122-s2.0-79959914567Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengInternational Journal of Engineering Educationinfo:eu-repo/semantics/openAccess2024-06-28T13:18:09Zoai:repositorio.unesp.br:11449/232012Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T18:04:10.802687Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Brazilian students and working capital: An analysis of their decisions when using virtual market business games
title Brazilian students and working capital: An analysis of their decisions when using virtual market business games
spellingShingle Brazilian students and working capital: An analysis of their decisions when using virtual market business games
De Souza Rodr José, José [UNESP]
Business game
Teaching-learning in the engineering courses
Teaching-learning process
title_short Brazilian students and working capital: An analysis of their decisions when using virtual market business games
title_full Brazilian students and working capital: An analysis of their decisions when using virtual market business games
title_fullStr Brazilian students and working capital: An analysis of their decisions when using virtual market business games
title_full_unstemmed Brazilian students and working capital: An analysis of their decisions when using virtual market business games
title_sort Brazilian students and working capital: An analysis of their decisions when using virtual market business games
author De Souza Rodr José, José [UNESP]
author_facet De Souza Rodr José, José [UNESP]
Dinis-Carvalho, José
Lima, Rui M.
Salgado, Manoel Henrique [UNESP]
author_role author
author2 Dinis-Carvalho, José
Lima, Rui M.
Salgado, Manoel Henrique [UNESP]
author2_role author
author
author
dc.contributor.none.fl_str_mv Universidade Estadual Paulista (UNESP)
Department of Production and Systems
dc.contributor.author.fl_str_mv De Souza Rodr José, José [UNESP]
Dinis-Carvalho, José
Lima, Rui M.
Salgado, Manoel Henrique [UNESP]
dc.subject.por.fl_str_mv Business game
Teaching-learning in the engineering courses
Teaching-learning process
topic Business game
Teaching-learning in the engineering courses
Teaching-learning process
description This study aims to demonstrate that data from business games can be an important resource for improving efficiency and effectiveness of learning. The proposal presented here was developed from preliminary studies of data from Virtual Market games that pointed the possibility of identifying gaps in learning by analyzing the decisions of students. This proposal helps students to refine their learning processes and equips tutors with strategies for teaching and student assessment. The proposal also complements the group discussion and/or debriefing, which are widely used to enhance learning mediated by games. However, from a management perspective the model has the potential to be erroneous and miss opportunities, which cannot be detected because of the dependence on the characteristics of the individual, such as ability to communicate and work together. To illustrate the proposed technique, data sets from two business games were analyzed with the focus on managing working capital and it was found that students had difficulties managing this task. Similar trends were observed in all categories of students in the study-undergraduate, postgraduate and specialization. This discovery led us to the analysis of data for decisions made in the performance of the games, and it was determined that indicators could be developed that were capable of indentifying inconsistencies in the decisions. It was decided to apply some basic concepts of the finance management, such as management of the operational and non-operational expenditures, as well as production management concepts, such as the use of the production capacity. By analyzing the data from the Virtual Market games using the indicator concept, it was possible to detect the lack of domain knowledge of the students. Therefore, these indicators can be used to analyze the decisions of the players and guide them during the game, increasing their effectiveness and efficiency. As these indicators were developed from specific content, they can also be used to develop teaching materials to support learning. Viewed in this light, the proposal adds new possibilities for using business games in learning. In addition to the intrinsic learning that is achieved through playing the games, they also assist in driving the learning process. This study considers the applications and the methodology used. © 2011 TEMPUS Publications.
publishDate 2011
dc.date.none.fl_str_mv 2011-07-07
2022-04-29T08:48:41Z
2022-04-29T08:48:41Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv International Journal of Engineering Education, v. 27, n. 3 PART 1, p. 644-655, 2011.
0949-149X
http://hdl.handle.net/11449/232012
2-s2.0-79959914567
identifier_str_mv International Journal of Engineering Education, v. 27, n. 3 PART 1, p. 644-655, 2011.
0949-149X
2-s2.0-79959914567
url http://hdl.handle.net/11449/232012
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv International Journal of Engineering Education
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
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dc.format.none.fl_str_mv 644-655
dc.source.none.fl_str_mv Scopus
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
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