Business Games and Stock Market: An analysis of students’ learning in a Business Administration course

This paper addresses the use of experiential learning to improve knowledge about the capital market, by applying a program with business games, using an electronic simulator of the Brazilian stock market. The objective was analyzing the cognitive domain of the participants after application of an e...

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Main Authors: Murilo Alvarenga Oliveira, Nilce Helena da Silva Melo
Format: Article
Language:Portuguese
Published: Associação Nacional dos Cursos de Graduação em Administração 2020-09-01
Series:Administração: Ensino e Pesquisa
Online Access:https://raep.emnuvens.com.br/raep/article/view/1787
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spelling doaj-d2a3b563a16346159f2ae021c414cd302020-11-25T04:04:20ZporAssociação Nacional dos Cursos de Graduação em AdministraçãoAdministração: Ensino e Pesquisa2177-60832358-09172020-09-0121310.13058/raep.2020.v21n3.1787Business Games and Stock Market: An analysis of students’ learning in a Business Administration courseMurilo Alvarenga Oliveira0Nilce Helena da Silva Melo1Universidade Federal Fluminense, Volta Redonda/RJCentro Universitário Geraldo de Biasi, Volta Redonda/RJ This paper addresses the use of experiential learning to improve knowledge about the capital market, by applying a program with business games, using an electronic simulator of the Brazilian stock market. The objective was analyzing the cognitive domain of the participants after application of an educational program about the capital market, using a business game tailored for stock market trading. The descriptive study, with a quantitative approach, used the quasi-experiment technique to collect data on the learning of undergraduate business administration students at a federal university located in the state of Rio de Janeiro, Brazil. The data were submitted nonparametric statistical analysis with the inferential Mann-Whitney U-test as well as tests of comparison of medians. The results revealed statistically significant differences in assimilating knowledge between the groups of participants. The G1 group, whose theoretical content was exposed before the game application, showed an assimilation of superior knowledge. In this sense, it was possible to conclude that the way the educational program with the business game was applied affected the students’ assimilation of knowledge. https://raep.emnuvens.com.br/raep/article/view/1787
collection DOAJ
language Portuguese
format Article
sources DOAJ
author Murilo Alvarenga Oliveira
Nilce Helena da Silva Melo
spellingShingle Murilo Alvarenga Oliveira
Nilce Helena da Silva Melo
Business Games and Stock Market: An analysis of students’ learning in a Business Administration course
Administração: Ensino e Pesquisa
author_facet Murilo Alvarenga Oliveira
Nilce Helena da Silva Melo
author_sort Murilo Alvarenga Oliveira
title Business Games and Stock Market: An analysis of students’ learning in a Business Administration course
title_short Business Games and Stock Market: An analysis of students’ learning in a Business Administration course
title_full Business Games and Stock Market: An analysis of students’ learning in a Business Administration course
title_fullStr Business Games and Stock Market: An analysis of students’ learning in a Business Administration course
title_full_unstemmed Business Games and Stock Market: An analysis of students’ learning in a Business Administration course
title_sort business games and stock market: an analysis of students’ learning in a business administration course
publisher Associação Nacional dos Cursos de Graduação em Administração
series Administração: Ensino e Pesquisa
issn 2177-6083
2358-0917
publishDate 2020-09-01
description This paper addresses the use of experiential learning to improve knowledge about the capital market, by applying a program with business games, using an electronic simulator of the Brazilian stock market. The objective was analyzing the cognitive domain of the participants after application of an educational program about the capital market, using a business game tailored for stock market trading. The descriptive study, with a quantitative approach, used the quasi-experiment technique to collect data on the learning of undergraduate business administration students at a federal university located in the state of Rio de Janeiro, Brazil. The data were submitted nonparametric statistical analysis with the inferential Mann-Whitney U-test as well as tests of comparison of medians. The results revealed statistically significant differences in assimilating knowledge between the groups of participants. The G1 group, whose theoretical content was exposed before the game application, showed an assimilation of superior knowledge. In this sense, it was possible to conclude that the way the educational program with the business game was applied affected the students’ assimilation of knowledge.
url https://raep.emnuvens.com.br/raep/article/view/1787
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