Distance learning for training business game tutors

dc.contributor.authorMarinho, Mariana De Toledo [UNESP]
dc.contributor.authorRodrigues, José De Souza [UNESP]
dc.contributor.authorZambon, Katia Livia [UNESP]
dc.contributor.authorCrepaldi, Antonio Fernando [UNESP]
dc.contributor.institutionUniversidade Estadual Paulista (Unesp)
dc.date.accessioned2021-07-14T10:44:53Z
dc.date.available2021-07-14T10:44:53Z
dc.date.issued2017-07-24
dc.description.abstractThis work is the result of research that proposes the incorporation of Distance Learning into a Business Game as a strategy to enhance tutor training, considering entrepreneurship difficulties faced by public school teachers. Part of the problem could be attributed to subject type, because, in general, it is not common to find entrepreneurship on school curricula. The Distance Learning (DL) activities were developed using the Moodle platform and structured by topic to increase educational flexibility and achieve a better balance between individual reflection and online discussion. It was developed in four steps: course content development; course evaluation by computer technicians; restructuring the course based on course evaluation done by computer technicians and course evaluation by teachers from the public school system. A preliminary test was performed with informatics technicians to technically evaluate the learning environment. Based on this, the course was restructured, applying corrections and adjustments to improve environment usability. After corrections, a final test was conducted with public school system teachers to analyze user perception, which gave a positive result. Virtual learning environment evaluation is complex and multidisciplinary, requiring the technical knowledge of internet programming and a conceptual knowledge of education, especially in the field of learning. When the evaluation done by teachers was examined, it was found that deficiencies pointed out by computer technicians had been resolved, giving a positive rating. This current research concludes that DL can improve the use of games, because it is possible to structure the content related to the learning gaps of specific groups of students. In this respect the use of games results can guide the development of content.en
dc.description.affiliationUniversidade Estadual Paulista “Júlio de Mesquita Filho”
dc.description.affiliationUnespUniversidade Estadual Paulista “Júlio de Mesquita Filho”
dc.format.extent-
dc.identifierhttp://dx.doi.org/10.1590/0103-6513.221816
dc.identifier.citationProduction. Associação Brasileira de Engenharia de Produção, v. 27, n. spe, p. -, 2017.
dc.identifier.doi10.1590/0103-6513.221816
dc.identifier.fileS0103-65132017000200315.pdf
dc.identifier.issn0103-6513
dc.identifier.issn1980-5411
dc.identifier.scieloS0103-65132017000200315
dc.identifier.urihttp://hdl.handle.net/11449/212766
dc.language.isoeng
dc.publisherAssociação Brasileira de Engenharia de Produção
dc.relation.ispartofProduction
dc.rights.accessRightsAcesso aberto
dc.sourceSciELO
dc.subjectEntrepreneurshipen
dc.subjectBusiness gameen
dc.subjectDistance learning courseen
dc.titleDistance learning for training business game tutorsen
dc.typeArtigo
unesp.departmentEngenharia de Produção - FEBpt

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