2021
DOI: 10.3390/s21144810
|View full text |Cite
|
Sign up to set email alerts
|

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

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 … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
14
0
1

Year Published

2022
2022
2024
2024

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 14 publications
(15 citation statements)
references
References 76 publications
0
14
0
1
Order By: Relevance
“…Business simulation enables players to operate in the virtual environment for training purposes [33]. According to Greco et al [34], business games are very popular within management education, and, as summarised by Ferreira et al [35], business simulation games present an example of e-learning methodology in business education. As mentioned, one of the well established representatives of business simulation games is the ERPsim simulation [5] aimed at teaching ERP concepts.…”
Section: The Use Of the Erpsim Business Simulation In Educationmentioning
confidence: 99%
“…Business simulation enables players to operate in the virtual environment for training purposes [33]. According to Greco et al [34], business games are very popular within management education, and, as summarised by Ferreira et al [35], business simulation games present an example of e-learning methodology in business education. As mentioned, one of the well established representatives of business simulation games is the ERPsim simulation [5] aimed at teaching ERP concepts.…”
Section: The Use Of the Erpsim Business Simulation In Educationmentioning
confidence: 99%
“…Table 1 presents some of the reviews and meta-analyses published between 2009 and 2022 on game-based learning and their respective scopes: Although the past reviews focused on the simulation games' effectiveness in building knowledge and skills, there are limitations in these studies. For example, the latest SLR by Ferreira et al [20] only focused on researchers that used electroencephalogram (EEG) or eye tracking (ET) signals as data collection methods. Another limitation of this review is the limited amount of research linking ET and EEG devices to help study the BSG user experience which is a drawback of this work.…”
Section: Past Reviews On Simulationmentioning
confidence: 99%
“…COVID-19 pandemic imposes restrictions on social distancing, enabling mobile learning to be widely adopted in universities (Yuan et al, 2021;Zea et al, 2021). Distance and digital learning have also been rapidly promoted in entrepreneurship education (Zulfiqar et al, 2021), because it is more adaptable to the development of the times and promotes students to obtain educational resources as much as possible (Ferreira et al, 2021). As a virtual dynamic learning tool, business simulation games (BSGs) have been developed as a realistic learning strategy, which are currently recognized by more and more scholars in entrepreneurship education (Faria et al, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…Students learn better when they construct knowledge in a more engaging environment (Lopez-Gazpio, 2022). AI can also collect participants' motivation and attention levels in different links through neuroscience techniques such as electroencephalogram signal and eye tracking, so as to fully understand the participants' gaming experience and the attractiveness of the game (Ferreira et al, 2021). Finally, AI can save and share game data, which can help reduce the time and cost of the game (Matulis and Harvey, 2021), facilitate quick access to educational support for students (Kuleto et al, 2021),thereby promoting the maximum effect of entrepreneurship education.…”
Section: Introductionmentioning
confidence: 99%