Students’ Learning Experiences of a Serious Food Service Management Game through the Lens of Eyetracking and Electroencephalography
Abstract: The use of serious games in higher education provides complementary ways of delivering content to learner-centred technology-enhanced environments. This study evaluates the learning experiences of foodservice management students of the The ExMan game. The questions addressed were: (i) How did the foodservice management students interact with each of the information task passages (based fixation count and fixation duration)? (ii) What emotions did the foodservice management students experience during gameplay? and (iii) How did the foodservice management students perceive the information passages in the ExMan serious game? Three usability evaluation methods were employed: (i) Eyetracking, with special focus on sixteen areas of interest (speech bubbles); (ii) Electroencephalography (EEG) measurements; and (iii) Verbal protocols as post-gameplay individual interviews with the participants.