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Previous issue date: 2005-06-01 / The present research sought to analyze the applicability of the teaching technique known as Business Games in Accountancy teachings, and to check the support of this technique to fit it within the context of the current business environment. Definitions and concepts were searched in the literature on Business Games, Teaching, Learning and Teaching Processes, and Learning with Business Games, by means of bibliographic research. The main goal of this study, Business Games, was described bibliographically, as well as the history, purposes and primary features of Business Games and the rationale for their use, and a summary was presented on the main researches on the issue that were carried out by local authors, comparing the common items that were analyzed, as well as the conceptual base that backed such studies. The theoretical references used for supporting this research were further analyzed, including the Theory of Andragogy, which is defined as the art and science of adult teaching; the theory of Experiential Learning, which deals with the acquisition of learning by means of living experiences; and the Theory of Vicarious Learning, which deals with learning by observing models, whose presence is identified in a certain learning style. To achieve the proposed goal, an experimental research was carried out, consisting of the application of Business Games to students who were concluding their undergraduate studies in Accountancy, analyzing the perception of the students as regards to the results obtained in the learning process resulting from the use of Business Games / Esta pesquisa procurou analisar a aplicabilidade da t??cnica de ensino denominada Jogos de Empresas no ensino da Contabilidade e conferir o favorecimento dessa t??cnica para adequ??-lo ao contexto da realidade de neg??cios atual. Exploraram-se, atrav??s da pesquisa bibliogr??fica, as defini????es e conceitos encontrados na literatura sobre Jogos de Empresas, Ensino, Aprendizagem, e Processos de Ensino e Aprendizagem nos Jogos de Empresas. Descreveu-se bibliograficamente o objeto principal deste estudo, os Jogos de Empresas, sua hist??ria, seus objetivos, suas caracter??sticas b??sicas, as raz??es para a sua utiliza????o, apresentando-se uma s??ntese das principais pesquisas efetuadas pelos autores nacionais sobre o tema, comparando os pontos comuns abordados, bem como a base conceitual que suportou esses estudos. Analisou-se ainda o referencial te??rico utilizado para a fundamenta????o desta pesquisa, abordando-se a teoria da Andragogia, definida como a arte e a ci??ncia do ensino do adulto; a teoria da Aprendizagem Vivencial, que trata da aquisi????o da aprendizagem atrav??s de experi??ncias vivenciais; e a teoria da Aprendizagem Vic??ria que trata do aprendizado pela observa????o de modelos, cuja presen??a ?? identificada em um determinado estilo de aprendizagem. Para atingir o objetivo proposto, realizou-se uma pesquisa experimental que consistiu na aplica????o do Jogo de Empresas em uma turma em fase de conclus??o de um curso de Ci??ncias Cont??beis, tendo-se analisado a percep????o dos alunos quanto aos resultados obtidos na aprendizagem em decorr??ncia dessa aplica????o.
Identifer | oai:union.ndltd.org:IBICT/oai:132.0.0.61:tede/621 |
Date | 01 June 2005 |
Creators | Horita, Jorge Yutaka |
Contributors | Oliveira, Antonio Benedito Silva, Cornachione Junior, Edgard Bruno, Weffort, Elionor Farah Jreige |
Publisher | FECAP - Faculdade Escola de Com??rcio ??lvares Penteado, Mestrado em Controladoria e Contabilidade Estrat??gica, FECAP, BR, - |
Source Sets | IBICT Brazilian ETDs |
Language | Portuguese |
Detected Language | English |
Type | info:eu-repo/semantics/publishedVersion, info:eu-repo/semantics/masterThesis |
Format | application/pdf |
Source | reponame:Biblioteca Digital de Teses e Dissertações do FECAP, instname:Fundação Aramando Álvares Penteado, instacron:FAAP |
Rights | info:eu-repo/semantics/openAccess |
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