Efectos de los juegos de simulación de empresas y Gamification en la actitud emprendedora en enseñanzas medias

  1. Arias Aranda, Daniel 1
  2. Bustinza Sánchez, Óscar Fernando 1
  3. Djundubaev, Ruslan 1
  1. 1 Universidad de Granada
    info

    Universidad de Granada

    Granada, España

    ROR https://ror.org/04njjy449

Revista:
Revista de educación

ISSN: 0034-8082

Año de publicación: 2016

Número: 371

Páginas: 133-156

Tipo: Artículo

Otras publicaciones en: Revista de educación

Resumen

Las simulaciones de juegos de empresa y el concepto de Gamification has sido objeto de análisis en profundidad por parte de la literatura específica de educación y aprendizaje. Estudios recientes han analizado la relación entre la actitud hacia el emprendimiento y las diferentes experiencias de aprendizaje. Sin embargo, hay una escasez relevante de estudios que analicen la relación entre en emprendimiento y los juegos de simulación a través de la adopción de técnicas de gamification. Incluso aunque algunos estudios han sido enfocados hacia los estudiantes de dirección de empresas a nivel universitario, la actitud hacia el emprendimiento ha permanecido prácticamente ignorada en la investigación educativa. En este estudio, la actitud emprendedora de los estudiantes de enseñanzas medias se analiza con base en la escala EAO (Orientación de la Actitud hacia el Emprendimiento) a través de la participación de los estudiantes en juego de simulación empresarial con técnicas de gamification. Los resultados han sido obtenidos a través de una experiencia específica de un juego de simulación empresarial con técnicas de gamification con estudiantes de diferentes centros de enseñanzas medias en la provincia de Granada (España) en la que una selección cercana a 1000 estudiantes de edades comprendidas entre los 16 a 18 años con conocimientos previos en materias de economía y dirección de empresas desarrollaron en la simulación durante un periodo continuado de 20 semanas. Los resultados muestran que todas las dimensiones de la escala EAO se ven postivamente afectadas por la experiencia de simulación con técnicas de gamification exceptuando la denominada Control Personal. De este modo, las conclusiones establecen que la inclusión de este tipo de experiencias de simulación con técnicas de gamification en centros de enseñanzas medias son altamente positivas generando, entre otros efectos, una disminución en las barreras psicológicas relacionadas con la autoestima, falta de innovación y otros factores inhibidores del emprendimiento.

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