Our scholarly work is grouped into four synergetic research clusters.
These are groups of researchers and students whose work and expertise are applied to a common area, field, or theme, or who are involved in a collaborative research project, or set of related projects.
Based on the idea that competency is a sum of skills, knowledge and attitudes, these research clusters are integrated horizontally through activities such as journal clubs, research rounds and meetings in order to create a competency based health professions education.
These are groups of developers, researchers and students who conduct research and development activities within specific technology or methodology development areas, such as virtual reality, additive manufacturing, gaming and simulated person methodology, and provide strategic and technical support for the research initiatives and clusters.
The researchers and students in the Cognitive Skills Cluster conduct research in the use of simulation technologies and methodologies to develop skills encompassed in six categories: knowledge, comprehension; application; analysis; synthesis; and evaluation.
The researchers and students in the Affective Skills Cluster conduct research in the use of simulation approaches to develop affective skills such as feelings, emotions, and attitudes. The overarching aim of this research is for the learners to develop a sense of humanity and person-centred approach in services, programs, and care provided.
The researchers and students in the Psychomotor Skills Cluster conduct research in the use of simulation technologies and methodologies to develop specialized motor and coordination skills involving perception, mechanism, complex overt response, adaptation and origination applied within health care. The overarching aim of this research is to develop training methodologies and test supportive technologies for the learners to become proficient in clinical settings.
The developers, researchers and students in the Immersive Tech Hub engage in research and development of technologies that extend reality or create a new reality by leveraging the 360 degree space within clinical context. Because of that the learners can look in any direction and see content. Some types of Immersive Tech extend reality by overlaying digital images on a user’s environment; others create a new reality by completely isolating a user from the rest of the world and immersing them in a digital environment.
The developers, researchers and students in the Serious Games Hub engage in the application of elements of game playing (e.g. point scoring, competition with others, rules of play) to simulation in an effort to increase motivation and engagement, with the ultimate goal of improving learning outcomes.
The designers, artists, researchers and students in the Additive Manufacturing Hub focus on the use of additive manufacturing (AM) techniques, also known as 3D printing, and other small-scale manufacturing techniques to produce custom, need-driven, flexible and economic simulators for training.
Thesis related resources such as outlines; writing resource; library help etc.
Research tools for ensuring rigour in the development and conduct of research.
Repository of qualitative and quantitative assessment and evaluation tools.
Conferences, grants etc.