Measuring behavioral change in simulation environments
The infrastructure is used by research groups that focus on research into
behavioral changes: a process by which behavioral routines are adjusted in pursuit of a
new, permanently improved target behavior. Simulations are used to measure behavior and
initiate changes. These provide a safe, simplified context for learning and learning at your own pace
acquire skills.
In the context of the themes of healthcare technology and e-health; health promotion, prevention and rehabilitation; and finally mental health, the research infrastructure will respond to the demand for realistic training and innovative learning methods by, among others, (health) organizations that want to focus on prevention.
In the context of research and services surrounding learning processes among (young) adult learners and how to support and strengthen learning processes, the infrastructure is used in
projects around Game-based Learning and Development of Skills, Self-directed learning via Lemo and support material, Central Testing Center for Education.
The infrastructure includes:
-sound-resistant wide-field panel walls to create a flexible simulation space,
-Logitech audiovisual materials to remotely observe and record behavior (changes),
-an eye tracker to measure eye movements,
-a psychophysiological measuring device to measure emotional provocation and stress
-a laptop with peripheral equipment that allows data to be analyzed and individualized
software for setting up, calibrating, monitoring and analyzing eye tracking and psychophysiological studies
-gaming peripherals for an authentic user experience
behavioral changes: a process by which behavioral routines are adjusted in pursuit of a
new, permanently improved target behavior. Simulations are used to measure behavior and
initiate changes. These provide a safe, simplified context for learning and learning at your own pace
acquire skills.
In the context of the themes of healthcare technology and e-health; health promotion, prevention and rehabilitation; and finally mental health, the research infrastructure will respond to the demand for realistic training and innovative learning methods by, among others, (health) organizations that want to focus on prevention.
In the context of research and services surrounding learning processes among (young) adult learners and how to support and strengthen learning processes, the infrastructure is used in
projects around Game-based Learning and Development of Skills, Self-directed learning via Lemo and support material, Central Testing Center for Education.
The infrastructure includes:
-sound-resistant wide-field panel walls to create a flexible simulation space,
-Logitech audiovisual materials to remotely observe and record behavior (changes),
-an eye tracker to measure eye movements,
-a psychophysiological measuring device to measure emotional provocation and stress
-a laptop with peripheral equipment that allows data to be analyzed and individualized
software for setting up, calibrating, monitoring and analyzing eye tracking and psychophysiological studies
-gaming peripherals for an authentic user experience
Promotor
Gert Vanthournout,Karen Van Proeyen
01/01/2024 - 31/12/2025