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Item Jogos de empresas como ferramenta de apoio de ensino-aprendizagem na formação de gestores organizacionais(Universidade Federal de Goiás, 2016-06-28) Marinho, Polyanna Rezende Milhomem; Ba, Serigne Ababacar Cisse; http://lattes.cnpq.br/7617200111865915; Ba, Serigne Ababacar Cissé; http://lattes.cnpq.br/7617200111865915; Profeta, Rogério Augusto; Santos, Gleiber CoutoThis project aimed to analyze the relevance of the existence of a curricular component of Business Games at the headquarters of the management courses, as supposedly effective methodology, the process of assimilation of concepts of strategy, finance, marketing, logistics, production, human resources, simulating savings and accounting application in a close environment of reality and, therefore, the decision-making process in organizations. This study aimed to contribute to this validation taking into account the perception of the student and the teacher of an educational institution in the city of Anapolis, Goias, which applies the discipline of game companies like closing their MBAs. field research, exploratory and descriptive supported by primary sources of evidence was conducted. To analyze the students' perception of the value added by the use of the tools of game companies in the teaching-learning process and as a management tool were developed two forms of data collection: questionnaires and conducting focus group. And to analyze the perception of teachers an interview was developed in depth with the subject teacher and founder of the Software Business. The material content analysis resulted evidence and evidence that experiential activities in the gaming companies help the assimilation of knowledge oportunizados the course, through active participation. In the perception of the student, the company's game is recognized as good and / or very good methodology. Already as a management tool, the students realize that the benefits achieved through the knowledge, skills and behaviors developed in the game are very high. In the perception of the teacher the business game allows the student a more active role, providing greater learning because knowledge is seen applied and contextualized way, besides from knowledge to relate to various other knowledge in an interdisciplinary way. The study showed that the game, in addition to working with many interdisciplinary content requires skills and behaviors using the computer, make decisions, open discussion, negotiate, persuade, analyze data and reports, among others.