Analysis learning model with biometric devices for business simulation games: Brazilian case study
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Date
2024-07-08
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IEEE
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English
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Abstract
Educational institutions have been adopting business simulation games as a resource for developing skills and competencies. However, the real-time study of aspects related to learning during their use still needs to further investigation. This work aims to present contributions of a new methodology that considers the analysis of the player’s experience from the physiological, behavioural, and psychological perspectives, supported by biometric devices. Its validation was based on data collection conducted at a university in Brazil, with ten participants during a game monitored by Electroencephalogram and Eye Tracking technologies, relating the behaviour of the cerebral cortex with areas of greater interest and gaze fixation of the players. Additionally, pre-and post-test questionnaires highlighted personal behaviours and collective patterns influenced by aspects such as tutorial and game design elements, prior knowledge, ergonomic issues, cognitive strategy definition, organization of executive functions, and memory formation. The results show that the proposed model can be beneficial in assessing the potential of this type of organizational environment simulation, both for those who use it in the teaching process and for serious game developers.
Keywords
Business simulation game, Electroencephalogram, Eye tracking, E-learning, HCI, Player experience, Serious game
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Journal article
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Citation
Ferreira, C. P., González-González, C. S., Adamatti, D. F., & Moreira, F. (2024). Analysis learning model with biometric devices for business simulation games: Brazilian case study. IEEE Access, 12, 95548-95564. https://doi.org/10.1109/ACCESS.2024.3425054. Repositório Institucional UPT. https://hdl.handle.net/11328/5800
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Open Access