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

被引:16
作者
Ferreira, Cleiton Pons [1 ,2 ,3 ]
Gonzalez-Gonzalez, Carina Soledad [2 ]
Adamatti, Diana Francisca [3 ]
机构
[1] Inst Fed Educ Ciencia & Tecnol Rio Grande do Sul, Res & Innovat Dept, BR-96201460 Rio Grande, Brazil
[2] Univ La Laguna, Comp Engn & Syst Dept, Avda Astrofis F Sanchez S-N, Tenerife 38204, Spain
[3] Univ Fed Rio Grande, Ctr Ciencias Comp, Av Italia S-N,Km 8 Carreiros, BR-96203900 Rio Grande, Brazil
关键词
business simulation game; serious game; EEG; eye tracking; learning; neuroscience; BRAIN PLASTICITY; SERIOUS GAMES; KNOWLEDGE; EEG; EDUCATION; TAXONOMY;
D O I
10.3390/s21144810
中图分类号
O65 [分析化学];
学科分类号
070302 ; 081704 ;
摘要
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.
引用
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页数:23
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