商业游戏对高中工商管理技术课程学生学习感知和满意度的影响

IF 4.9 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in human behavior reports Pub Date : 2024-10-22 DOI:10.1016/j.chbr.2024.100515
Adonai José Lacruz , Eduardo Sofiate
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引用次数: 0

摘要

本研究旨在从体验式学习的分析角度出发,调查商业游戏对学习感知的影响以及高中工商管理技术课程学生的满意度。为实现这一目标,研究使用了三种不同类型的商业游戏(在线电脑游戏、棋盘游戏和游戏书),对象是巴西圣埃斯皮里图联邦学院(Ifes)高中技术课程的学生。数据通过自填式在线问卷收集,并使用偏最小二乘法结构方程模型进行分析。对两个相互竞争的模型进行了评估。在两种情况下,游戏体验对学习感知和满意度都有影响。但是,一种认为学习感知对满意度有影响,另一种认为是满意度对学习感知有影响(即光环效应)。研究结果表明,在商业游戏中的体验对学生的学习感知和满意度有积极影响,并且否定了存在光环效应的假设。这表明,商业游戏可以根据其应用方式进行调整,以适应不同的教育水平。
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Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school
The research aims to investigate the effect of business games on learning perception and the satisfaction of students in technical courses in Business Administration integrated with high school from the analytical perspective of Experiential learning. To achieve this objective, a study was conducted using three different types of business games (online computerised, board, and gamebook), with students completing the technical course integrated into high school at the Federal Institute of Espírito Santo (Ifes) in Brazil. Data were collected using a self-administered online questionnaire and analysed using partial least squares structural equation modelling. Two competing models were evaluated. In both cases, the experience of the game has an effect on learning perception and satisfaction. However, one considers that learning perception has an effect on satisfaction and another in which it is the satisfaction that has an effect on learning perception (i.e., the halo effect). The study's results demonstrated that experience in the business game has a positive effect on students' perception of learning and satisfaction and that the hypothesis of the existence of the halo effect was rejected. This suggests that business games can be adjusted to fit different levels of education, depending on how they are applied.
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