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Updated: Feb 27, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Neurogaming Technology Meets Neuroscience Education: A Cost-Effective, Scalable, and Highly Portable Undergraduate
Bianca de Wit1,2, Nicholas A Badcock1,2,3, Tijl Grootswagers1,2,3
1Department of Cognitive Science, Macquarie University, Sydney, Australia.
Abstract:
Active research-driven approaches that successfully incorporate new technology are known to catalyze student learning. Yet achieving these objectives in neuroscience education is especially challenging due to the prohibitive costs and technical demands of research-grade equipment. Here we describe a method that circumvents these factors by leveraging consumer EEG-based neurogaming technology to create an affordable, scalable, and highly portable teaching laboratory for undergraduate courses in neuroscience. This laboratory is designed to give students hands-on research experience, consolidate their understanding of key neuroscience concepts, and provide a unique real-time window into the working brain. Survey results demonstrate that students found the lab sessions engaging. Students also reported the labs enhanced their knowledge about EEG, their course material, and neuroscience research in general.

