Felder-Silverman learning styles and learning with business games/Estilos de aprendizaje Felder-Silverman y el aprendizaje con juegos de empresa/Estilos de aprendizagem Felder-Silverman e o aprendizado com jogos de empresa

The problem this study dealt with was the difference in learning observed among students of a Production Control and Planning (PCP) course. The objective was to describe and to analyze the learning differences according to Learning Styles (LS). Assimilation and comprehension (test scores) and the LS...

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Veröffentlicht in:Revista de administração de emprêsas 2013-09, Vol.53 (5), p.469
Hauptverfasser: Dias, George Paulus Pereira, Sauaia, Antonio Carlos Aidar, Yoshida, Hugo Tsugunobu
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Sprache:por
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Zusammenfassung:The problem this study dealt with was the difference in learning observed among students of a Production Control and Planning (PCP) course. The objective was to describe and to analyze the learning differences according to Learning Styles (LS). Assimilation and comprehension (test scores) and the LS of 356 students in 16 graduate classes--MBAs and Extension Courses--from five years were examined. A business game brought the experiences to life, where greater learning was observed among students with a reflective (active-reflective) or visual (visual-verbal) style. By not exploring reflection, the game may have restricted the experience learning cycle, especially among the active ones. Two guidelines for the educational design are suggested for educators: when standardizing the designone should seek to balance activities in order to meet different LS. When the design is personalized, one should insert activities which are complementary to the learner's preferences, thus enabling a balanced experience between action and reflection. KEYWORDS | Teaching and learning, experience learning, learning styles, business games, MRPII. O problema tratado nesta pesquisa foi a diferenca de aprendizagem observada entre os estudantes de um curso de Planejamento e Controle da Producao (PCP). O objetivo foi descrever e analisar as diferencas de aprendizado segundo os Estilos de Aprendizagem (EdA). Examinaram-se a assimilacao e compreensao (notas em provas) e os EdA de 356 aprendizes em 16 turmas de pos-graduacao--MBA e Especializacao--durante cinco anos. Um jogo de empresas dinamizou as vivencias nas quais observou-se maior aprendizado dos estudantes com estilo reflexivo (ativo-reflexivo) ou visual (visualverbal). Ao nao explorar a reflexao, o jogo pode ter restringido o ciclo de aprendizagem vivencial, sobretudo dos ativos. Sugerem-se aos educadores duas diretrizes para o desenho educacional: quando padronizado, que se busque balancear as atividades para atender aos diferentes EdA. Quando o desenho for personalizado, que se insiram atividades complementares as preferencias do aprendiz, viabilizando uma vivencia com equilibrio entre acao e reflexao. PALAVRAS-CHAVE | Ensino e aprendizagem, aprendizagem vivencial, estilos de aprendizagem, jogos de empresa, MRPII. El problema tratado en esta pesquisa fue la diferencia de aprendizaje observada entre los estudiantes de un curso de Planificacion y Control de la produccion (PCP). El objetivo fue describir y analizar las diferencias
ISSN:0034-7590