Eefje Battel obtained a Master of Science in Experimental and Theoretical Psychology (UGent).
She joined the Sports & Movement Sciences team at Howest University of Applied Sciences in 2016 after working for 4 years as a consultant in market research. During that period she was responsible for conducting market research studies in order to inspire and support marketeers of national and international companies in their strategic decision-making process.
At Howest, Eefje works as a research coordinator for the Howest in Motion research group. Within this multidisciplinary research group, the focus lies on testing, developing and demonstrating new and innovative products and services within the sports, movement and health industry. The Howest in Motion research group is based at the Sports Innovation Campus in Bruges – a state of the art accommodation designed to optimally connect different stakeholders such as companies, organizations, students, athletes (and non-athletes), teachers and field partners.
Exergames & digital coaching: the future of technology is human
During the past 3 years, numerous innovative concepts, ideas and prototypes have been created at Howest InnMotion (the living lab for sports, movement and health technology) related to exergames, data & wearables and digital coaching. Students and project staff with a broad range of knowledge in digital design, mobile gaming, industrial product design, new media or health sciences are collaborating intensively during ‘innovation tracks’. The main objective of each of these innovation tracks is stimulating various target groups to move more frequently and in a more qualitative low-threshold way, often while using technology. Moreover, the focus is on building bridges between companies and organizations, students, teachers and field partners as well as the end user in order to develop useful applications that on the one hand are in function of applied future-oriented education and on the other hand can be valorized by field partners in order to increase their innovation potential. During this presentation a number of specific cases will be discussed, in which technology and gamification are being used to stimulate several target groups to move more. Next to this the opportunities these technologies give us to become more human will be explored.