Resumen
Virtual reality (VR) has emerged as a versatile technology for cognitive and professional training, enabling the simulation of complex environments that promote engagement, motivation, and adaptive learning. This study presents the design and development of a VR-based training system composed of three serious games aimed at strengthening executive functions (EFs), cognitive flexibility, inhibitory control, working memory, planning and logical reasoning, within the framework of continuous improvement methodologies in industrial contexts. The system was developed using the Game Development Software
Engineering (GDSE) model combined with a Design-Based Research (DBR) approach, following iterative cycles of analysis, design, and heuristic validation by experts in engineering, design, and cognitive psychology. The results show that the final version of the system achieved high usability, cognitive coherence, and visual immersion, with game mechanics accurately reflecting the targeted EFs. Each game integrates progressive difficulty, multimodal feedback, and realistic industrial scenarios to ensure ecological validity and potential transfer to real workplace behaviors. The findings demonstrate the technical
and conceptual feasibility of applying immersive environments for executive function training in adults and suggest that VR can support the development of cognitive and behavioral competencies essential for sustaining continuous improvement programs in organizational settings.
Engineering (GDSE) model combined with a Design-Based Research (DBR) approach, following iterative cycles of analysis, design, and heuristic validation by experts in engineering, design, and cognitive psychology. The results show that the final version of the system achieved high usability, cognitive coherence, and visual immersion, with game mechanics accurately reflecting the targeted EFs. Each game integrates progressive difficulty, multimodal feedback, and realistic industrial scenarios to ensure ecological validity and potential transfer to real workplace behaviors. The findings demonstrate the technical
and conceptual feasibility of applying immersive environments for executive function training in adults and suggest that VR can support the development of cognitive and behavioral competencies essential for sustaining continuous improvement programs in organizational settings.
| Idioma original | Inglés |
|---|---|
| Volumen | 15 |
| N.º | 2035 |
| Publicación especializada | Electronics (Switzerland) |
| DOI | |
| Estado | Publicada - 11 may. 2026 |
Focos Estratégicos
- Sociedad Digital y Competitividad (SocietalIA)
Clasificación de Articulo
- Artículo completo de investigación
Indexación Internacional (Artículo)
- ISI Y SCOPUS
Scopus-Q Quartil
- Q1
ISI- Q Quartil
- Q2
Categoría Publindex
- A2
Huella
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