DISTANCE LEARNING FOR TRAINING BUSINESS GAME TUTORS
dc.contributor.author | Marinho, Mariana de Toledo [UNESP] | |
dc.contributor.author | Rodrigues, Jose de Souza [UNESP] | |
dc.contributor.author | Zambon, katia Livia [UNESP] | |
dc.contributor.institution | Universidade Estadual Paulista (Unesp) | |
dc.date.accessioned | 2018-11-30T00:29:16Z | |
dc.date.available | 2018-11-30T00:29:16Z | |
dc.date.issued | 2017-06-01 | |
dc.description.abstract | This 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 were 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; course restructuring based on course evaluation 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 in order 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 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.affiliation | Sao Paulo State Univ, Sao Paulo, Brazil | |
dc.description.affiliationUnesp | Sao Paulo State Univ, Sao Paulo, Brazil | |
dc.format.extent | 187-195 | |
dc.identifier | http://dx.doi.org/10.14488/BJOPM.2017.v14.n2.a6 | |
dc.identifier.citation | Brazilian Journal Of Operations & Production Management. Sao Paulo: Assoc Brasileira Engenharia Producao-abepro, v. 14, n. 2, p. 187-195, 2017. | |
dc.identifier.doi | 10.14488/BJOPM.2017.v14.n2.a6 | |
dc.identifier.issn | 1679-8171 | |
dc.identifier.uri | http://hdl.handle.net/11449/166278 | |
dc.identifier.wos | WOS:000441753500006 | |
dc.language.iso | eng | |
dc.publisher | Assoc Brasileira Engenharia Producao-abepro | |
dc.relation.ispartof | Brazilian Journal Of Operations & Production Management | |
dc.rights.accessRights | Acesso restrito | |
dc.source | Web of Science | |
dc.subject | Entrepreneurship | |
dc.subject | Business Game | |
dc.subject | Distance Learning Course | |
dc.title | DISTANCE LEARNING FOR TRAINING BUSINESS GAME TUTORS | en |
dc.type | Artigo | |
dcterms.rightsHolder | Assoc Brasileira Engenharia Producao-abepro | |
unesp.department | Engenharia de Produção - FEB | pt |