Author
Listed:
- Gustavo da Silva Motta
- Daniel Reis Armond de Melo
- Roberto Brazileiro Paixão
Abstract
This paper aims to analyze the perception students have about the meaning of business games in the management learning process. Business games are as useful in the academic environment as they are in the commercial environment, as they offer simulated experience of business situations and associated decision-making. Research that proves the validity of such games as an educational practice able to add knowledge to management training and contribute a meaningful learning experience is still incipient. Thus, this research was undertaken with 72 students from undergraduate and specialization courses in Management and related areas who have taken part in business games. The collected data was analyzed, qualitatively and quantitatively, using the Collective Subject Speech (CSS) method, developed by Lefevre and Lefevre (2003, 2005). What emerged is that the meaning of the business games for the students is related to its contributions to the management learning process. Some factors were identified as the main contributions: (a) the aid in developing decision-making skills, an integral characteristic of management roles; (b) the simulated experience of business activities; (c) the development of interpersonal abilities for teamwork; and (d) the application of knowledge acquired during Management courses.
Suggested Citation
Gustavo da Silva Motta & Daniel Reis Armond de Melo & Roberto Brazileiro Paixão, 2012.
"Collective student discourse about business games in the management learning process,"
RAC - Revista de Administração Contemporânea (Journal of Contemporary Administration), ANPAD - Associação Nacional de Pós-Graduação e Pesquisa em Administração, vol. 16(3), pages 342-359.
Handle:
RePEc:abg:anprac:v:16:y:2012:i:3:936
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