Creating a game prototype for teaching administration

Detalhes bibliográficos
Autor(a) principal: Oliveira, Paulo Henrique
Data de Publicação: 2023
Outros Autores: Sasaki, Daniel Guilherme Gomes, Miyashita, Ricardo
Tipo de documento: Artigo
Idioma: eng
por
Título da fonte: International Journal of Innovation (São Paulo)
Texto Completo: https://periodicos.uninove.br/innovation/article/view/24267
Resumo: Objective: describe the process of idealizing and creating the prototype of a new business game that stimulates spontaneous learning, since as there are no decision rounds, students will only make decisions when they recognize the need for their intervention. Methodology/approach: In a qualitative approach, the methodological course of this research begins with the mapping of the pedagogical needs of the discipline in which this type of game is used, followed by the creation of the game model through the Business Game Canvas method, and finally the implementation of the game with its components and rules, up to preliminary testing of the prototype. To assess the students' perception of the experience with the game, a questionnaire already statistically validated in its original publication is used. Originality/value: In the context of higher education in Brazil, in which MEC (Ministry of Education) suggests that universities increasingly seek ways to integrate theoretical content with practice, active teaching-learning methodologies offer students a greater role in their educational process. Aligned with this purpose, offering students an experience that privileges their independence from the results of one team in relation to the others means stimulating spontaneous learning and allowing all stages of the experiential cycle to take place during the class. Main results: The results obtained from university students, volunteers from the administration course, reveal that the new game obtained a score above 6 in Clarity, Challenge, Attitude and Perceived Learning while it needs to improve in the dimensions of “intention to continue playing” (average score of 5) and Autonomy (average score of 4.8). Theoretical/methodological contributions: The main contribution of this research is to present a business game prototype that is complete, operational and well evaluated by the students. In this way, the benefits of a game without rounds of decisions can be explored in new research. Social/managerial contributions: The use of active teaching methodologies contributes to making society more responsible for its learning – with this type of game, it is believed that teachers will be able to train administrators who are more prepared for the challenges of the job market.
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spelling Creating a game prototype for teaching administrationCreando un prototipo de juego para la enseñanza de la administraciónA criação de um protótipo de jogo para o ensino da administraçãojogos de empresadesign science researchbusiness game canvasbusiness gamedesign science researchdouble diamondbusiness game canvas juegos de negociosinvestigación en ciencias del diseñolienzo de juego de negocios.Objective: describe the process of idealizing and creating the prototype of a new business game that stimulates spontaneous learning, since as there are no decision rounds, students will only make decisions when they recognize the need for their intervention. Methodology/approach: In a qualitative approach, the methodological course of this research begins with the mapping of the pedagogical needs of the discipline in which this type of game is used, followed by the creation of the game model through the Business Game Canvas method, and finally the implementation of the game with its components and rules, up to preliminary testing of the prototype. To assess the students' perception of the experience with the game, a questionnaire already statistically validated in its original publication is used. Originality/value: In the context of higher education in Brazil, in which MEC (Ministry of Education) suggests that universities increasingly seek ways to integrate theoretical content with practice, active teaching-learning methodologies offer students a greater role in their educational process. Aligned with this purpose, offering students an experience that privileges their independence from the results of one team in relation to the others means stimulating spontaneous learning and allowing all stages of the experiential cycle to take place during the class. Main results: The results obtained from university students, volunteers from the administration course, reveal that the new game obtained a score above 6 in Clarity, Challenge, Attitude and Perceived Learning while it needs to improve in the dimensions of “intention to continue playing” (average score of 5) and Autonomy (average score of 4.8). Theoretical/methodological contributions: The main contribution of this research is to present a business game prototype that is complete, operational and well evaluated by the students. In this way, the benefits of a game without rounds of decisions can be explored in new research. Social/managerial contributions: The use of active teaching methodologies contributes to making society more responsible for its learning – with this type of game, it is believed that teachers will be able to train administrators who are more prepared for the challenges of the job market. Objetivo: describir el proceso de idealización y creación del prototipo de un nuevo juego empresarial que estimule el aprendizaje espontáneo, ya que al no existir rondas de decisión, los estudiantes solo tomarán decisiones cuando reconozcan la necesidad de su intervención. Metodología/enfoque: En un enfoque cualitativo, el recorrido metodológico de esta investigación se inicia con el mapeo de las necesidades pedagógicas de la disciplina en la que se utiliza este tipo de juego, seguido de la creación del modelo de juego a través del método Business Game Canvas, y finalmente la implementación del juego con sus componentes y reglas, hasta la prueba preliminar del prototipo. Para evaluar la percepción de los alumnos sobre la experiencia con el juego se utiliza un cuestionario ya validado estadísticamente en su publicación original. Originalidad/valor: En el contexto de la educación superior en Brasil, donde el MEC sugiere que las universidades busquen cada vez más formas de integrar el contenido teórico con la práctica, las metodologías activas de enseñanza-aprendizaje ofrecen a los estudiantes un mayor protagonismo en su proceso educativo. En línea con este propósito, ofrecer a los estudiantes una experiencia que privilegie su independencia de los resultados de un equipo en relación con los demás, significa estimular el aprendizaje espontáneo y permitir que todas las etapas del ciclo experiencial se desarrollen durante la clase. Principales resultados: Los resultados obtenidos con estudiantes universitarios, voluntarios del curso de administración, revelan que el nuevo juego obtuvo una puntuación superior a 6 en Claridad, Desafío, Actitud y Aprendizaje Percibido, y necesita mejorar en las dimensiones de “intención de seguir jugando”. ” (grado 5) y Autonomía (grado 4.8). Aportes teóricos/metodológicos: El principal aporte de la investigación es presentar un prototipo de juego de negocios listo, operativo y bien evaluado por los estudiantes. De esta forma, los beneficios de un juego sin rondas de decisiones pueden explorarse en nuevas investigaciones. Aportes sociales/gerenciales: El uso de metodologías activas de enseñanza contribuye a que la sociedad sea más protagónica de su aprendizaje, y con este tipo de juegos se cree que los docentes podrán formar administradores más preparados para los desafíos del mercado laboral. Objetivo: descrever o processo de idealização e criação do protótipo de um novo jogo de empresas que estimule a aprendizagem espontânea, uma vez que por não ter rodadas de decisões os alunos tomarão decisões apenas quando reconhecerem a necessidade de sua intervenção. Metodologia/abordagem: Em uma abordagem qualitativa, o percurso metodológico desta pesquisa começa no mapeamento das necessidades pedagógicas da disciplina em que este tipo de jogo é utilizado, seguindo para a criação do modelo do jogo através do método Business Game Canvas, e por fim a implementação do jogo com seus componentes e regras, até os testes preliminares do protótipo. Para avaliar a percepção dos alunos sobre a experiência com o jogo, utiliza-se um questionário já validado estatisticamente em sua publicação original. Originalidade/valor: No contexto da educação superior no Brasil, onde o MEC sugere que cada vez mais as universidades busquem meios de integrar os conteúdos teóricos com a prática, as metodologias ativas de ensino-aprendizagem oferecem ao aluno maior protagonismo em seu processo educacional. Alinhado a este propósito, oferecer aos alunos uma experiência que privilegia sua independência dos resultados de uma equipe em relação às outras, significa estimular a aprendizagem espontânea e permitir que todas as etapas do ciclo vivencial aconteçam durante a aula. Principais resultados: Os resultados obtidos com alunos universitários, voluntários do curso de administração, revelam que o novo jogo obteve nota acima de 6 em Clareza, Desafio, Atitude, e Aprendizagem percebida, e precisa melhorar nas dimensões de “intenção de continuar jogando” (nota 5) e Autonomia (nota 4,8). Contribuições teóricas/metodológicas: A principal contribuição da pesquisa é apresentar um protótipo de jogo de empresas pronto, operacional e bem avaliado pelos alunos. Desta forma, permite-se que seja explorado em novas pesquisas os benefícios de um jogo sem rodadas de decisões. Contribuições sociais/gerenciais: O uso das metodologias ativas de ensino contribui para que a sociedade seja mais protagonista de seu aprendizado, e com este tipo de jogo acredita-se que os professores poderão formar administradores mais preparados para os desafios do mercado de trabalho. Universidade Nove de Julho - UNINOVE2023-12-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdfhttps://periodicos.uninove.br/innovation/article/view/2426710.5585/2023.24267International Journal of Innovation; Vol. 11 No. 2 (2023): Mayo/Aug.; e24267International Journal of Innovation – IJI; Vol. 11 Núm. 2 (2023): Mayo/Aug.; e24267International Journal of Innovation – IJI; v. 11 n. 2 (2023): maio/ago.; e242672318-9975reponame:International Journal of Innovation (São Paulo)instname:Universidade Nove de Julho (UNINOVE)instacron:UNINOVEengporhttps://periodicos.uninove.br/innovation/article/view/24267/10584https://periodicos.uninove.br/innovation/article/view/24267/10585Copyright (c) 2023 Paulo Henrique Oliveira, Daniel Guilherme Gomes Sasaki, Ricardo Miyashitainfo:eu-repo/semantics/openAccessOliveira, Paulo HenriqueSasaki, Daniel Guilherme GomesMiyashita, Ricardo2025-05-26T13:01:25Zoai:ojs.periodicos.uninove.br:article/24267Revistahttps://periodicos.uninove.br/innovation/indexPRIhttps://periodicos.uninove.br/innovation/oaiiji@uninove.br || crismonteiro@uninove.br2318-99752318-9975opendoar:2025-05-26T13:01:25International Journal of Innovation (São Paulo) - Universidade Nove de Julho (UNINOVE)false
dc.title.none.fl_str_mv Creating a game prototype for teaching administration
Creando un prototipo de juego para la enseñanza de la administración
A criação de um protótipo de jogo para o ensino da administração
title Creating a game prototype for teaching administration
spellingShingle Creating a game prototype for teaching administration
Oliveira, Paulo Henrique
jogos de empresa
design science research
business game canvas
business game
design science research
double diamond
business game canvas
juegos de negocios
investigación en ciencias del diseño
lienzo de juego de negocios.
title_short Creating a game prototype for teaching administration
title_full Creating a game prototype for teaching administration
title_fullStr Creating a game prototype for teaching administration
title_full_unstemmed Creating a game prototype for teaching administration
title_sort Creating a game prototype for teaching administration
author Oliveira, Paulo Henrique
author_facet Oliveira, Paulo Henrique
Sasaki, Daniel Guilherme Gomes
Miyashita, Ricardo
author_role author
author2 Sasaki, Daniel Guilherme Gomes
Miyashita, Ricardo
author2_role author
author
dc.contributor.author.fl_str_mv Oliveira, Paulo Henrique
Sasaki, Daniel Guilherme Gomes
Miyashita, Ricardo
dc.subject.por.fl_str_mv jogos de empresa
design science research
business game canvas
business game
design science research
double diamond
business game canvas
juegos de negocios
investigación en ciencias del diseño
lienzo de juego de negocios.
topic jogos de empresa
design science research
business game canvas
business game
design science research
double diamond
business game canvas
juegos de negocios
investigación en ciencias del diseño
lienzo de juego de negocios.
description Objective: describe the process of idealizing and creating the prototype of a new business game that stimulates spontaneous learning, since as there are no decision rounds, students will only make decisions when they recognize the need for their intervention. Methodology/approach: In a qualitative approach, the methodological course of this research begins with the mapping of the pedagogical needs of the discipline in which this type of game is used, followed by the creation of the game model through the Business Game Canvas method, and finally the implementation of the game with its components and rules, up to preliminary testing of the prototype. To assess the students' perception of the experience with the game, a questionnaire already statistically validated in its original publication is used. Originality/value: In the context of higher education in Brazil, in which MEC (Ministry of Education) suggests that universities increasingly seek ways to integrate theoretical content with practice, active teaching-learning methodologies offer students a greater role in their educational process. Aligned with this purpose, offering students an experience that privileges their independence from the results of one team in relation to the others means stimulating spontaneous learning and allowing all stages of the experiential cycle to take place during the class. Main results: The results obtained from university students, volunteers from the administration course, reveal that the new game obtained a score above 6 in Clarity, Challenge, Attitude and Perceived Learning while it needs to improve in the dimensions of “intention to continue playing” (average score of 5) and Autonomy (average score of 4.8). Theoretical/methodological contributions: The main contribution of this research is to present a business game prototype that is complete, operational and well evaluated by the students. In this way, the benefits of a game without rounds of decisions can be explored in new research. Social/managerial contributions: The use of active teaching methodologies contributes to making society more responsible for its learning – with this type of game, it is believed that teachers will be able to train administrators who are more prepared for the challenges of the job market.
publishDate 2023
dc.date.none.fl_str_mv 2023-12-20
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://periodicos.uninove.br/innovation/article/view/24267
10.5585/2023.24267
url https://periodicos.uninove.br/innovation/article/view/24267
identifier_str_mv 10.5585/2023.24267
dc.language.iso.fl_str_mv eng
por
language eng
por
dc.relation.none.fl_str_mv https://periodicos.uninove.br/innovation/article/view/24267/10584
https://periodicos.uninove.br/innovation/article/view/24267/10585
dc.rights.driver.fl_str_mv Copyright (c) 2023 Paulo Henrique Oliveira, Daniel Guilherme Gomes Sasaki, Ricardo Miyashita
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2023 Paulo Henrique Oliveira, Daniel Guilherme Gomes Sasaki, Ricardo Miyashita
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv Universidade Nove de Julho - UNINOVE
publisher.none.fl_str_mv Universidade Nove de Julho - UNINOVE
dc.source.none.fl_str_mv International Journal of Innovation; Vol. 11 No. 2 (2023): Mayo/Aug.; e24267
International Journal of Innovation – IJI; Vol. 11 Núm. 2 (2023): Mayo/Aug.; e24267
International Journal of Innovation – IJI; v. 11 n. 2 (2023): maio/ago.; e24267
2318-9975
reponame:International Journal of Innovation (São Paulo)
instname:Universidade Nove de Julho (UNINOVE)
instacron:UNINOVE
instname_str Universidade Nove de Julho (UNINOVE)
instacron_str UNINOVE
institution UNINOVE
reponame_str International Journal of Innovation (São Paulo)
collection International Journal of Innovation (São Paulo)
repository.name.fl_str_mv International Journal of Innovation (São Paulo) - Universidade Nove de Julho (UNINOVE)
repository.mail.fl_str_mv iji@uninove.br || crismonteiro@uninove.br
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