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Biofeedback Learning Environments

Biofeedback learning environments (BLEs) are holistic and systemic educational settings established through traditional biofeedback modalities, virtual reality, or online classrooms. BLEs are holistic as they simultaneously use multimedia information (e.g., graphics, sound, texts, video) to enrich and develop students’ learning experiences. They are systemic in the sense that they allow students to interact with biofeedback equipment, providing real-time and personalized information about educational outcomes. The purpose of this entry is to discuss how traditional and new biofeedback systems have been used to create BLEs. First, the uses of BLEs for educational and clinical purposes are highlighted. Next, the governing principles of biofeedback systems are presented. Subsequently, traditional and new biofeedback systems commonly used to create BLEs are discussed. Finally, key pedagogical perspectives on BLEs are outlined.

Target Audience

BLEs are designed for numerous reasons and directed at a wide range of subpopulation groups. For instance, medical students and airline pilots are immersed in BLEs while simulating domain specific procedures. College students are accustomed to online classrooms equipped with teleconferencing and video-blogging features. People of all ages learn motor skills through health exergames (e.g., Dance Dance Revolution), while elite athletes and businessmen acquire relaxation skills through respiratory biofeedback training. Children with attention deficit hyperactivity disorder (ADHD) learn how to sustain attention using multimedia software, and elderly people recovering from strokes use biofeedback to relearn how to walk. In all, the various biofeedback modalities presented here are used to create BLEs in an array of domains, including academia, military, special education, sports, and physical rehabilitation. Accordingly, this entry does not focus on a given subpopulation group or educational context, but rather is focused on the principles and types of biofeedback common to various BLEs.

Principles of Biofeedback

BLEs are characterized by two important features. First, these environments offer real-time direct or indirect feedback to their users. Furthermore, such dynamic learning environments offer multisensorial experiences through various forms of media, such as audio, video, text, and graphic animations.

Real-Time Feedback

Biofeedback equipment is built to provide real-time augmented extrinsic information. In essence, the governing principle of these technological devices pertains to initially measuring a variable of interest (e.g., heart rate), and subsequently offering information to the user. Information provided to the user can be either (1) direct feedback by showing numerical values in regard to one’s heart rate or cerebral alpha band, for instance, or (2) transformed feedback in the form of a sensorial stimuli such as a sound, visual image, or tactile stimuli. Noteworthy, biofeedback applications used to establish dynamic learning experiences offer real-time information. This is essential to capture and sustain the students’ attention, while maintaining a continuous interaction with the biofeedback application in use. Multisensorial stimulus is another important principle of a BLE.

Multimedia Channels

Multimedia applications are thought to enhance student learning and engagement. Data from the U.S. Department of Defense suggest that people remember approximately 20% of what they hear, 40% of what they hear and see, and 75% of what they hear, see, and do. Accordingly, BLEs are designed to adopt multimedia information to simultaneously engage and develop students’ various sensorial channels. Multimedia channels common to BLEs also allow instructors to personalize instruction by embracing different types of learners (e.g., visual, auditory, kinesthetic) and allowing students to manage their own multimedia experience. Finally, multimedia information is common to both traditional and new biofeedback modalities.

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