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  <titleInfo>
    <title>Effect of business games on learning perception and satisfaction of students on technical courses in business administration integrated into high school</title>
  </titleInfo>
  <name type="personal">
    <namePart>Lacruz, Adonai José</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Sofiate, Eduardo</namePart>
  </name>
  <typeOfResource>text</typeOfResource>
  <genre authority="marc">periodical</genre>
  <originInfo>
    <place>
      <placeTerm type="text">Amsterdam</placeTerm>
    </place>
    <publisher>Elsevier</publisher>
    <dateIssued>2024</dateIssued>
    <issuance>continuing</issuance>
  </originInfo>
  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
  </language>
  <abstract>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 Espírito 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.</abstract>
  <note type="statement of responsibility">Adonai José Lacruz and Eduardo Sofiate.</note>
  <note>Includes bibliographical references.</note>
  <subject>
    <topic>Online computerised, board, and gamebook</topic>
    <topic>Business game</topic>
  </subject>
  <subject>
    <topic>Experiential learning</topic>
  </subject>
  <subject>
    <topic>Technical education</topic>
  </subject>
  <subject>
    <topic>High school</topic>
  </subject>
  <subject>
    <topic>Halo effect</topic>
  </subject>
  <subject>
    <topic>Learning perception</topic>
  </subject>
  <subject>
    <topic>Business administration</topic>
  </subject>
  <subject>
    <topic>Learning process</topic>
  </subject>
  <subject>
    <topic>Learning integration</topic>
  </subject>
  <subject>
    <topic>Leadership development</topic>
  </subject>
  <subject>
    <topic>Journal Article (Open Access)</topic>
  </subject>
  <relatedItem type="host">
    <titleInfo>
      <title>Computers in Human Behavior Reports</title>
    </titleInfo>
    <part>
      <text>, volume 16, December 2024</text>
    </part>
  </relatedItem>
  <identifier type="issn">2451-9588</identifier>
  <identifier type="uri">https://www.sciencedirect.com/science/article/pii/S2451958824001489</identifier>
  <location>
    <url>https://www.sciencedirect.com/science/article/pii/S2451958824001489</url>
  </location>
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    <recordCreationDate encoding="marc">250315</recordCreationDate>
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