Business Games and Stock Market: An analysis of students’ learning in a Business Administration course

IF 0.4 Q4 MANAGEMENT Administracao-Ensino e Pesquisa Pub Date : 2020-09-01 DOI:10.13058/raep.2020.v21n3.1787
Murilo Alvarenga Oliveira, Nilce Helena da Silva Melo
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引用次数: 1

Abstract

This paper addresses the use of experiential learning to improve knowledge about the capital market, by applying a program with business games, using an electronic simulator of the Brazilian stock market. The objective was analyzing the cognitive domain of the participants after application of an educational program about the capital market, using a business game tailored for stock market trading. The descriptive study, with a quantitative approach, used the quasi-experiment technique to collect data on the learning of undergraduate business administration students at a federal university located in the state of Rio de Janeiro, Brazil. The data were submitted nonparametric statistical analysis with the inferential Mann-Whitney U-test as well as tests of comparison of medians. The results revealed statistically significant differences in assimilating knowledge between the groups of participants. The G1 group, whose theoretical content was exposed before the game application, showed an assimilation of superior knowledge. In this sense, it was possible to conclude that the way the educational program with the business game was applied affected the students’ assimilation of knowledge.
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商业游戏与股票市场:学生在工商管理课程中的学习分析
本文通过应用商业游戏程序,使用巴西股市的电子模拟器,讨论了使用体验式学习来提高资本市场知识的问题。目的是使用为股票市场交易量身定制的商业游戏,分析参与者在应用资本市场教育计划后的认知领域。这项描述性研究采用定量方法,使用准实验技术收集了巴西里约热内卢一所联邦大学工商管理本科生的学习数据。数据采用推断的Mann-Whitney U检验和中位数比较检验进行非参数统计分析。研究结果显示,参与者组之间在吸收知识方面存在统计学上的显著差异。G1组的理论内容在游戏应用之前就已经暴露出来,表现出对优势知识的同化。从这个意义上说,可以得出这样的结论:商业游戏教育计划的应用方式影响了学生对知识的吸收。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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审稿时长
8 weeks
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