Research Team Leaders

Here are some of the researchers using BrainTagger to gamify their studies

Professor J. Bruce Morton

Dr. J Bruce Morton completed his PhD at the University of Toronto under the supervision of Dr. Sandra Trehub and Dr. Philip David Zelazo. He has served as a Professor in Department of Psychology at the University of Western Ontario since 2002, and is now a faculty member of the Graduate Programme in Neuroscience.

Professor Emma Duerden

Emma Duerden, PhD is the scientific lead of the Developing Brain research program. She is an Assistant Professor in the Faculty of Education and a Core Member of the Brain & Mind Institute at the University of Western Ontario. She is also a member of the graduate program in Biomedical Engineering.

Professor Jed Meltzer

Professor Meltzer is a cognitive neuroscientist specializing in language, with research interests both in the basic science of language processing from a neurobiological perspective, and in applications to the diagnosis and treatment of acquired neurological disorders such as stroke and dementia.

Professor Mark Schmuckler

Professor Schmuckler has taught a variety of undergraduate and graduate courses since joining the Department of Life Sciences, now the Department of Psychology, at UTSC. He specializes in the areas of infant perceptual-action coupling and the perception of pitch structure in music.

Case Studies

How BrainTagger has been used in research studies

BrainTagger games can go anywhere, on laptops at libraries, or on iPads at community centres. The mobility of BrainTagger allows children to engage in ‘citizen science’ where they are actively engaged in arcade-like games that can assess attention and memory in real-world environments.
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Professor Emma Duerden
University of Western Ontario, Brain & Mind Institute and Faculty of Education
Our collaboration with the BrainTagger team allowed our lab to explore the benefits of gamification for the first time in a serious way, creating a happy marriage of our sophisticated psycholinguistics experiment, including all its specific conditions and manipulations, with the overall structure and visual theme of the game. We were very pleased with the outcome, finding essentially identical results between the gamified version and a traditional version of the experiment. The only difference was that overall reaction times were faster for the gamified version, suggesting greater participant engagement and less fatigue. Thus, we were pleased to go with the gamified version for a subsequent study examining language production across the age spectrum, which turned out great. Doing psychology research 100% online can be tricky, but gamification definitely helps improve the quality of the data. We look forward to doing more experiments this way.
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Professor Jed Meltzer
University of Toronto, Department of Psychology
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Professor Mark Schmuckler
University of Toronto Scarborough, Department of Psychology
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Professor J. Bruce Morton
University of Western Ontario, Brain & Mind Institute

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