8,394 research outputs found

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft

    Towards Developing an Online Social Media-based Mobile Learning System

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    The advancement of Information and Communication Technology (ICT) and the Internet revolution gave rise to the several learning technologies on the web and mobile platform. During the last decade, the social media network became available for users to socialise and collaborate among peer group. Hence, The integration of e-learning and social media using mobile device as access point is to allow for learning and collaboration anytime, anywhere. This study seeks to provide learning on the social network platform for users to view the application on a mobile device and also foster collaboration among scholars. The system was developed using an open source Content Management System (CMS) Wordpress and Buddypress running on a WAMP or XAMPP server. MySQL was used as database. The usability of the System on the different mobile devices used was evaluated by identifying the usability attributes; designing a questionnaire based on those attributes and then analyzing the results with Statistical Package for Social Science (SPSS). The results showed that the learning system had a good usability score on mobile device

    A prototype mobile money implementation in Nigeria

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    Researchers have shown that majority of the populace in the developing nations are rural dwellers that do not have access to basic financial services and are poor. This class of people are peasant farmers and petty traders who rely mostly on remittances from their wards and relations in major cities and abroad to meet their financial obligations at home. The methods of remittances are encumbered with challenges. Mobile money is a tool that allows individuals to make financial transactions using mobile cell phones. Nigeria is one of the fastest growing telecoms nations of the world and the adoption of mobile money will help a great deal to solve the problems associated with remittances. In this paper, we present a short messages services (SMS) and unstructured supplementary service data (USSD) implementation of mobile money implementation in Nigeria modelled using Django and Python as the programming language, MySQL as the data store and Apache hypertext transfer protocol (HTTP) as the Web server. The system made comparative analysis with M-PESA implementation in Kenya: the first mobile money implantation in Africa. Furthermore, the system was tested among a selected few of the populace to evaluate the usability of the design. Findings revealed that the prototype implementation is user-friendly and can be used by all without many problems except for the illiterate populace; hence, the need to have a combined bank and agent-based implementation. This approach will help with time to reduce the number of unbanked populace, which is currently at 80%
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