Literature DB >> 34300549

Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review.

Cleiton Pons Ferreira1,2,3, Carina Soledad González-González2, Diana Francisca Adamatti3.   

Abstract

This article performs a Systematic Review of studies to answer the question: What are the researches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elaboration of this study. The 19 references resulting from the critical evaluation initially point to a gap in investigations into using these devices to monitor serious games for learning in organizational environments. An approximation with equivalent sensing studies in serious games for the contribution of skills and competencies indicates that continuous monitoring measures, such as mental state and eye fixation, proved to identify the players' attention levels effectively. Also, these studies showed effectiveness in the flow at different moments of the task, motivating and justifying the replication of these studies as a source of insights for the optimized design of business learning tools. This study is the first systematic review and consolidates the existing literature on user experience analysis of business simulation games supported by human-computer interfaces.

Entities:  

Keywords:  EEG; business simulation game; eye tracking; learning; neuroscience; serious game

Year:  2021        PMID: 34300549     DOI: 10.3390/s21144810

Source DB:  PubMed          Journal:  Sensors (Basel)        ISSN: 1424-8220            Impact factor:   3.576


  1 in total

1.  How Flow Experience and Self-Efficacy Define Students' Online Learning Intentions: View From Task Technology Fit (Framework).

Authors:  Hai Huang; Yong Wang
Journal:  Front Psychol       Date:  2022-03-15
  1 in total

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