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.
An electroencephalogram (EEG) is a test that records electrical activity of the brain using electrodes attached to the scalp, and it has recently been used in conjunction with BMI (Brain-Machine Interface). Currently, the analysis of the EEG is visual, using graphic tools such as topographic maps. However, this analysis can be very difficult, so in this work, we apply a methodology of EEG analysis through data mining to analyze two different band frequencies of the brain signals (full band and Beta band) during an experiment where visually impaired and sighted individuals recognize spatial objects through the sense of touch. In this paper, we present details of the proposed methodology and a case study using decision trees to analyze EEG signals from visually impaired and sighted individuals during the execution of a spatial ability activity. In our experiment, the hypothesis was that sighted individuals, even if they are blindfolded, use vision to identify objects and that visually impaired people use the sense of touch to identify the same objects.
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