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    <subfield code="a">Lacruz, Adonai Jos&#xE9; </subfield>
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    <subfield code="a">Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school /</subfield>
    <subfield code="c">Adonai Jos&#xE9; Lacruz and Eduardo Sofiate.</subfield>
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    <subfield code="a">Amsterdam :</subfield>
    <subfield code="b">Elsevier,</subfield>
    <subfield code="c">2024.</subfield>
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    <subfield code="a">Includes bibliographical references.</subfield>
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    <subfield code="a">Abstract : The research aims to investigate the effect of business games on learning perception and the satisfaction of students in technical courses in Business Administration integrated with high school from the analytical perspective of Experiential learning. To achieve this objective, a study was conducted using three different types of business games (online computerised, board, and gamebook), with students completing the technical course integrated into high school at the Federal Institute of Esp&#xED;rito Santo (Ifes) in Brazil. Data were collected using a self-administered online questionnaire and analysed using partial least squares structural equation modelling. Two competing models were evaluated. In both cases, the experience of the game has an effect on learning perception and satisfaction. However, one considers that learning perception has an effect on satisfaction and another in which it is the satisfaction that has an effect on learning perception (i.e., the halo effect). The study's results demonstrated that experience in the business game has a positive effect on students' perception of learning and satisfaction and that the hypothesis of the existence of the halo effect was rejected. This suggests that business games can be adjusted to fit different levels of education, depending on how they are applied.</subfield>
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    <subfield code="a">Online computerised, board, and gamebook</subfield>
    <subfield code="x">Business game. </subfield>
    <subfield code="9">17244</subfield>
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    <subfield code="a">Experiential learning.</subfield>
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    <subfield code="a">Technical education.</subfield>
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    <subfield code="a">High school.</subfield>
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    <subfield code="a">Halo effect.</subfield>
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    <subfield code="a">Learning perception.</subfield>
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    <subfield code="a">Business administration.</subfield>
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    <subfield code="a">Learning process.</subfield>
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    <subfield code="a">Learning integration.</subfield>
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    <subfield code="a">Leadership development.</subfield>
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    <subfield code="a">Journal Article (Open Access).</subfield>
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    <subfield code="a">Sofiate, Eduardo </subfield>
    <subfield code="9">17252</subfield>
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  <datafield tag="773" ind1=" " ind2=" ">
    <subfield code="g">, volume 16, December 2024</subfield>
    <subfield code="t">Computers in Human Behavior Reports</subfield>
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    <subfield code="u">https://www.sciencedirect.com/science/article/pii/S2451958824001489</subfield>
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