Analysis of a remote business game as a way to improve the performance of logistics students
DOI:
https://doi.org/10.6008/CBPC2179-684X.2022.004.0010Keywords:
Problem-based learning, Business game, E-learning, LogisticsAbstract
The intense advance of technologies of the fourth industrial revolution is making a series of work activities obsolete and at the same time creating new work opportunities, in such a way that the need for constant learning and qualification is already a reality. In this sense, technical courses play an important role in training qualified professionals for the market and they need to prepare for this new era, adapting their teaching methodology so that it is attractive, encourages student participation, develops practical skills and improves their academic achievement. Thus, this study aims to discuss how participation in a participant-centered teaching method, with problem-based learning, such as a Business Game, can improve the academic performance of students in a technical logistics management course. The study adopted the procedures of a quantitative research regarding its approach, explanatory regarding its purposes and quasi-experimental regarding its means. In the collection and treatment of data, one-tailed tests were used to compare two means for independent samples (one for each subject) to verify whether there was a statistically significant difference between the scores obtained by the two groups (experimental and control) in each subject. The game was applied in a private institution, traditional in distance education and located in São Paulo, and after analyzing the results of statistical tests, it was verified that the game contributed to the improvement of students' academic performance. The results also suggest that the game can contribute to improving the quality of teaching and teacher training, developing behavioral skills, improving professional training and reducing the bottleneck of qualified labor. The work presents, as practical contributions, the provision of subsidies for an eventual inclusion of the business game in the institution's course schedule, and possibly others, as well as pointing out that the application of the business game can support educational institutions in their search for improvement of teaching-learning processes, contributing to the improvement of its pedagogical tools, by giving priority to the appropriation of knowledge in a significant way, allowing the development of relevant skills for the professional trajectory of students.
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