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Doctoral Thesis
DOI
https://doi.org/10.11606/T.12.1995.tde-23112005-193556
Document
Author
Full name
Antonio Carlos Aidar Sauaia
E-mail
Institute/School/College
Knowledge Area
Date of Defense
Published
São Paulo, 1995
Supervisor
Committee
Mazzon, Jose Afonso (President)
Bertero, Carlos Osmar
Gualda, Nicolau Dionisio Fares
Moreira, Daniel Augusto
Tanabe, Mario
Title in Portuguese
Satisfação e aprendizagem em jogos de empresas: contribuições para a educação gerencial
Keywords in Portuguese
Aprendizagem Vivencial
Jogos de Empresas
Satisfação
Abstract in Portuguese
Um estudo de campo foi realizado para investigar as principais dimensões presentes em jogos de empresas relativas a atitudes de satisfação e orientação de aprendizagem. Foram analisadas três tipo de variáveis: opiniões, estrutura dos programas e perfil demográfico de 659 graduandos, pós-graduantdos e profissionais que participaram dos 23 cursos. As análises multivariadas indicaram que a aprendizagem cognitiva (30,7%) prevaleceu ante a todos os fatores encontrados, muito acima da satisfação (3,9%). Foram caracterizados quatro tipos atitudinais: entusiastas precavidos (32,6%) voltados para a aprendizagem vivencial, empreendedores determinados (34,4%) atraídos pela complexidade do jogo, observadores unidos (27%) que preferem o ensino expositivo tradicional e críticos desambientados (6%)para os quais o que importa é ganhar ou perder o jogo.
Title in English
Business games in Brazil: learning and satisfaction
Keywords in English
Business Games
Experiential Learning
Satisfaction
Abstract in English
A field study was conducted to investigate educational dimensions in total enterprise business games courses. Three kinds of variables were studied: opinions, structure of the courses, and the profile of participants in 23 courses. The multivariate analisys indicated that cognitive learning (30.7%) was considered a much more important factor as compared to satisfaction (3.9%). As a result of a discriminant analisys were identified four attitudinal orientations: entusiastic experiential learners (32.6%), entrepreuners challenged by the game complexity(34.4%), observers united (27%) that prefer traditional lectures, and demanding students performance oriented (3.9%).
 
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Publishing Date
2006-06-30
 
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