TY - GEN
T1 - Revolucionando la educación empresarial
T2 - 5th LACCEI International Multiconference on Entrepreneurship, Innovation and Regional Development - Entrepreneurship with Purpose: Social and Technological Innovation in the Age of AI, LEIRD 2025
AU - Valderrama Puscan, Marlon Walter
AU - Carrasco Lazo, German Sergio
AU - Fuentes Aranda, María Telcida
N1 - Publisher Copyright:
© LEIRD 2025.All rights reserved.
PY - 2025
Y1 - 2025
N2 - This research aims to demonstrate that the use of business simulations improves learning among business administration students at a Peruvian public university. The sample consisted of 50 students, and the study population was 30. This is an applied research study with a quantitative approach and a longitudinal pre-experimental design. Data were collected through a survey instrument, a 24-item questionnaire validated by expert judgment and Cronbach's alpha. The questionnaire was administered at two stages: before and after the treatment. The descriptive results showed that with the application of the simulator, the 50% of students who were at a low level of experiential learning decreased to 30%. In contrast, the 23.3% at the medium level increased to 43.3%, while the high level remained unchanged (26.7%). Regarding the inferential results, an increase in the mean experiential learning score (M = 21.2, SD = 5.4, p = 0.000) was obtained when using the business simulator. Similarly, a positive effect was observed between the experiential learning and business simulator variables. Finally, it was demonstrated that the use of business simulators improves learning among higher education students and is a key tool in management training.
AB - This research aims to demonstrate that the use of business simulations improves learning among business administration students at a Peruvian public university. The sample consisted of 50 students, and the study population was 30. This is an applied research study with a quantitative approach and a longitudinal pre-experimental design. Data were collected through a survey instrument, a 24-item questionnaire validated by expert judgment and Cronbach's alpha. The questionnaire was administered at two stages: before and after the treatment. The descriptive results showed that with the application of the simulator, the 50% of students who were at a low level of experiential learning decreased to 30%. In contrast, the 23.3% at the medium level increased to 43.3%, while the high level remained unchanged (26.7%). Regarding the inferential results, an increase in the mean experiential learning score (M = 21.2, SD = 5.4, p = 0.000) was obtained when using the business simulator. Similarly, a positive effect was observed between the experiential learning and business simulator variables. Finally, it was demonstrated that the use of business simulators improves learning among higher education students and is a key tool in management training.
KW - business game
KW - Cognition
KW - gamification
KW - knowledge
KW - technology
UR - https://www.scopus.com/pages/publications/105032459122
U2 - 10.18687/LEIRD2025.1.1.757
DO - 10.18687/LEIRD2025.1.1.757
M3 - Contribución a la conferencia
AN - SCOPUS:105032459122
T3 - Proceedings of the LACCEI international Multi-conference for Engineering, Education and Technology
BT - Proceedings of the 5th LACCEI International Multiconference on Entrepreneurship, Innovation and Regional Development - Entrepreneurship with Purpose
A2 - Larrondo Petrie, Maria M.
A2 - Texier, Jose
A2 - Rivas Matta, Rodolfo Andr�s
Y2 - 1 December 2025 through 3 December 2025
ER -