Analysis learning model with biometric devices for business simulation games: Brazilian case study

dc.contributor.authorFerreira, Cleiton Pons
dc.contributor.authorGonzález-González, Carina Soledad
dc.contributor.authorAdamatti, Diana Francisca
dc.contributor.authorMoreira, Fernando
dc.date.accessioned2024-07-19T09:54:40Z
dc.date.available2024-07-19T09:54:40Z
dc.date.issued2024-07-08
dc.description.abstractEducational 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.
dc.identifier.citationFerreira, 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
dc.identifier.issn2169-3536
dc.identifier.urihttps://hdl.handle.net/11328/5800
dc.language.isoeng
dc.publisherIEEE
dc.relation.hasversionhttps://doi.org/10.1109/ACCESS.2024.3425054
dc.rightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/
dc.subjectBusiness simulation game
dc.subjectElectroencephalogram
dc.subjectEye tracking
dc.subjectE-learning
dc.subjectHCI
dc.subjectPlayer experience
dc.subjectSerious game
dc.subject.fosCiências Naturais - Ciências da Computação e da Informação
dc.titleAnalysis learning model with biometric devices for business simulation games: Brazilian case study
dc.typejournal article
dcterms.referenceshttps://ieeexplore.ieee.org/document/10589391
dspace.entity.typePublication
oaire.citation.endPage95564
oaire.citation.startPage95548
oaire.citation.titleIEEE Access
oaire.citation.volume12
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.affiliation.nameUniversidade Portucalense
person.familyNameMoreira
person.givenNameFernando
person.identifier.ciencia-id7B1C-3A29-9861
person.identifier.orcid0000-0002-0816-1445
person.identifier.ridP-9673-2016
person.identifier.scopus-author-id8649758400
relation.isAuthorOfPublicationbad3408c-ee33-431e-b9a6-cb778048975e
relation.isAuthorOfPublication.latestForDiscoverybad3408c-ee33-431e-b9a6-cb778048975e

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
J96.pdf
Size:
2.35 MB
Format:
Adobe Portable Document Format