Fidelity and Game-based Technology in Management Education



Título del documento: Fidelity and Game-based Technology in Management Education
Revista: BAR - Brazilian Administration Review
Base de datos: CLASE
Número de sistema: 000415193
ISSN: 1807-7692
Autores: 1
Instituciones: 1Universidade de Sao Paulo, Sao Paulo. Brasil
Año:
Periodo: Abr-Jun
Volumen: 9
Número: 2
Paginación: 147-167
País: Brasil
Idioma: Inglés
Tipo de documento: Revisión bibliográfica
Enfoque: Descriptivo
Resumen en inglés This study explores educational technology and mana gement education by analyzing fidelity in game-base d management education interventions. A sample of 31 MBA students was selected to help answer the resear ch question: To what extent do MBA students tend to re cognize specific game-based academic experiences, i n terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG 1 and BG 2 ) with key differences in fidelity levels were expl ored: BG 1 presented higher physical and functional fidelity levels and lower psychological fidelity levels. Hyp otheses were tested with data from the participants , collected shortly after their experiences, related to the ove rall perceived quality of game-based interventions. The findings reveal a higher overall perception of quality towar ds BG 1 : (a) better for testing strategies, (b) offering b etter business and market models, (c) based on a pace tha t better stimulates learning, and (d) presenting a fidelity level that better supports real world performance. This s tudy fosters the conclusion that MBA students tend to recognize, to a large extent, that specific game-ba sed academic experiences are relevant and meaningfu l to their managerial development, mostly with heightened fide lity levels of adopted artifacts. Agents must be re ady and motivated to explore the new, to try and err, and t o learn collaboratively in order to perform
Disciplinas: Educación,
Ciencia y tecnología
Palabras clave: Educación de posgrado,
Didáctica,
Tecnología,
Administración de la educación,
Enseñanza basada en juegos,
Simulación,
Negocios,
Brasil
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