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Experiential model of cross-cultural learning in business games


The use of simulators in Higher Education is a common practice in many areas of knowledge by providing a safe environment for experiments and experiences. In management courses, a type of simulator is the business game, which has appropriate characteristics for learning intercultural skills. These skills form the desired professional management required for a competitive globalized context profile. However, existing business games lack tools for learning such skills. The purpose of this research is to produce an apparatus for managing intercultural learning for use with business games. The Experiential Model of Intercultural Learning will be used to design a system attachable to any business game in web environment. Will be tested with students from different cultures and teachers will use the apparatus as teaching support. The expected result is that the system will help in the teaching- learning process by pointing to the teacher in which attributes of the skills are there deficiencies in which he may meet with didactic procedures as it deems necessary. It is expected that this project will contribute to the training of professionals with better, more skilled and more employable in the international labor market intercultural skills. (AU)

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