APRENDER JUGANDO: LA UTILIZACIÓN DE SIMULADORES EMPRESARIALES EN EL AULA UNIVERSITARIA
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Resumen
Los avances tecnológicos han permitido que la educación también evolucione introduciendo herramientas pedagógicas innovadoras que mejoran la experiencia de aprendizaje para los individuos. Una de estas herramientas para el aprendizaje activo y experiencial es el uso de juegos de simulación empresarial. Estas nuevas herramientas pedagógicas permiten mejorar la motivación, autonomía y control del estudiante en su proceso de aprendizaje.Este estudio pretende analizar el éxito en la implantación de una asignatura basada en un juego de simulación empresarial mediante el estudio de la experiencia de aprendizaje del estudiante a través de dicho juego. Para ello, el trabajo persigue identificar aquellos factores que pueden contribuir a que dicha experiencia de aprendizaje sea satisfactoria para los alumnos. En concreto, se analiza el papel que pueden jugar las emociones, la personalidad del individuo, las condiciones facilitadoras, la actitud y la intención futura de uso del juego de simulación empresarial.Los resultados ponen de manifiesto que el apoyo recibido por parte del profesorado, la diversión del estudiante y un alto nivel de entusiasmo experimentado con el juego de simulación contribuirán de forma especialmente positiva a la opinión de los estudiantes sobre esta herramienta pedagógica innovadora.
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Matute, J., & Melero Polo, I. (2016). APRENDER JUGANDO: LA UTILIZACIÓN DE SIMULADORES EMPRESARIALES EN EL AULA UNIVERSITARIA. UCJC Business and Society Review (formerly Known As Universia Business Review), (51). https://doi.org/10.3232/UBR.2016.V13.N3.03
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Hackbarth, G., Grover, V., Yi, M. (2003). “Computer playfulness and anxiety: positive and negative mediators of the system experience effect on perceived ease of use”. Information & Management, 40, 221-232.
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Ranchhod, A., Gurău, C., Loukis, E., Trivedi, R. (2014). “Evaluating the educational effectiveness of simulation games: A value generation model”. Information Sciences, 264, 75-90.
Roca, J., Chiu, C., Martínez, J. (2006). “Understanding e-learning continuance intention: An extension of the Technology Acceptance Model”. International Journal of Human-Computer Studies, 64, 683–696.
Saadé, R., Kira, D. (2009). “Computer anxiety in e-learning: The effect of computer self-efficacy”. Journal of Information Technology Education, 8 (1), 177-191.
Tao, Y. H., Cheng, C. J., Sun, S. Y. (2009). “What influences college students to continue using business simulation games? The Taiwan experience”. Computers & Education, 53 (3), 929-939.
Venkatesh, V., Davis, F. D. (2000). “A theoretical extension of the technology acceptance model: Four longitudinal field studies”. Management Science, 46 (2), 186-204.
Villanueva, J., Shijin, Y., Dominique M. (2008). “The impact of marketing-induced vs. Word-of-Mouth customer acquisition on customer equity growth?” Journal of Marketing Research, 45, 48-59.
Westbrook, R. A. (1987). “Product/Consumption-based Affective Responses and Post-purchase Process”. Journal of Marketing Research, 24 (August), 258-270.
Bourgonjon, J., Valcke, M., Soetaert, R., Schellens, T. (2010). “Students’ perceptions about the use of video games in the classroom”. Computers & Education, 54 (4), 1145-1156.
Csikszentmihalyi, M. (1990). “Flow: The psychology of optimal experience”. New York: Harper & Row Publishers Inc.
Davis, F. (1989). “Perceived Usefulness, Perceived Ease of Use and User Acceptance of Information Technology”. MIS Quarterly, 13 (3), 319-340.
Davis, F. D., Bagozzi, R. P., Warshaw, P. R. (1992). “Extrinsic and intrinsic motivation to use computers in the workplace”. Journal of Applied Social Psychology, 22 (14), 1111-1132.
Éthier, J., Hadaya, P., Talbot, J. Cadieux J. (2006). “B2C web site quality and emotions during online shopping episodes: An empirical study”. Information & Management, 43, 627-639.
Fang, X., Zhao, F. (2010). “Personality and enjoyment of computer game play”. Computers in Industry, 61, 342-349.
Fu, F., Su, R., Yu, S. (2009). “EGameFlow: A scale to measure learners’ enjoyment of e-learning games”. Computers & Education, 52 (1), 101-112.
Geithner, S. Menzel, D. (2016). “Efectiveness of Learning through Experience and Reflection in a Project Management Simulation”. Simulation&Gaming (forthcoming), doi: 10.1177/1046878115624312.
Hackbarth, G., Grover, V., Yi, M. (2003). “Computer playfulness and anxiety: positive and negative mediators of the system experience effect on perceived ease of use”. Information & Management, 40, 221-232.
Judge, T., Heller, D., Mount, K. (2002). “Five-factor model of personality and job satisfaction: A meta-analysis”. Journal of Applied Psychology, 87 (3), 530-541.
Kiili, K. (2005). “Digital game-based learning: Towards an experiential gaming model”. Internet and Higher Education, 8, 13–24.
Monnot, M., Beehr, T. (2014). “Subjective well-being at work: Disentangling source effects of stress and support on enthusiasm, contentment, and meaningfulness”. Journal of Vocational Behavior, 85, 204-218.
Picazo-Vela, S., Chou, S., Melcher, A., Pearson, J. (2010). “Why provide an online review? An extended theory of planned behavior and the role of Big-five personality traits”. Computers in Human Behavior, 26, 685-696.
Ranchhod, A., Gurău, C., Loukis, E., Trivedi, R. (2014). “Evaluating the educational effectiveness of simulation games: A value generation model”. Information Sciences, 264, 75-90.
Roca, J., Chiu, C., Martínez, J. (2006). “Understanding e-learning continuance intention: An extension of the Technology Acceptance Model”. International Journal of Human-Computer Studies, 64, 683–696.
Saadé, R., Kira, D. (2009). “Computer anxiety in e-learning: The effect of computer self-efficacy”. Journal of Information Technology Education, 8 (1), 177-191.
Tao, Y. H., Cheng, C. J., Sun, S. Y. (2009). “What influences college students to continue using business simulation games? The Taiwan experience”. Computers & Education, 53 (3), 929-939.
Venkatesh, V., Davis, F. D. (2000). “A theoretical extension of the technology acceptance model: Four longitudinal field studies”. Management Science, 46 (2), 186-204.
Villanueva, J., Shijin, Y., Dominique M. (2008). “The impact of marketing-induced vs. Word-of-Mouth customer acquisition on customer equity growth?” Journal of Marketing Research, 45, 48-59.
Westbrook, R. A. (1987). “Product/Consumption-based Affective Responses and Post-purchase Process”. Journal of Marketing Research, 24 (August), 258-270.