Business Games in Brazil-Learning or Satisfaction

Antonio Carlos Aidar Sauaia

Abstract


This paper presents some of the results obtained from a broad survey which identified the main educational aspects of business games in brazil. It is based on the self-assessment of 659 participants: undergraduates, graduate students and business people. The results of the factor analysis - ten factors accounting for 65.8% of the total variance - show that cognitive learning (30.7%) was the most important dimension summarized by 38 variables studied and satisfaction (3.9%), the fifth one. Rather than being just pleasant and involving, as suggested by critics, business games were seen by students as a rich and diversified opportunity to gain cognitive (30.7%), cooperative (4.1%), competitive(3.6%) and affective (3.2) learning.

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