4 research outputs found

    Improving physical activity levels in primary schools: Slackline Training education strategy

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    Physical education (PE) can be considered the focus of cognitive and social physical literacy (PL) school programs. In primary school, the PL of children is fundamental, both to raise levels of motivation, confidence and competence and to educate an active lifestyle. Slacklining (SLK) is based on the use of a support band, stretched between two solid fixed supports, which stimulates the balance of the body and provides a high variability of movement. The article proposes situations of SLK with which to increase levels of physical activity to expand curriculum planning, in primary school, and offer children educational experiences in which to solicit both psycho-motor and motivational and social aspects. In other words, it is about involving children, through engaging and fun proposals, in the acquisition of an active lifestyle that will last even in later ages

    Biophysical Modeling of Mangrove Seedling Establishment and Survival Across an Elevation Gradient With Forest Zones

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    Mangrove forest development critically depends on the establishment and survival of seedlings. Mechanistic insights into how water levels, waves and bed level dynamics influence the establishment process of individual mangrove seedlings are increasing. However, little is known about how spatial and temporal changes in water levels, waves and bed level dynamics across elevation gradients in mangrove forests facilitate/limit seedling dynamics. For this study, a new seedling establishment and growth model was integrated into a process-based hydrodynamic and morphodynamic numerical model. This biophysical model was applied to a fringing mangrove forest located in the southern Firth of Thames, Aotearoa, New Zealand. This study quantifies the increasing establishment density and survival probability of mangrove seedlings from the lower-elevated unvegetated intertidal flat toward the higher-elevated mature mangrove forest. Three cross-shore zones with distinctive seedling dynamics were identified: (a) a zone with daily tidal inundation where seedling dynamics are episodic and limited by the dispersal of individual propagules that rapidly anchor to the substrate by root growth, (b) a zone with daily to bi-weekly tidal inundation where seedling dynamics respond to variations in spring-neap tidal cycles and, (c) a zone with less than bi-weekly inundation where seedling dynamics are governed by high propagule supply and seedling survival probability. The seedling establishment density and survival probability are dominated by annual extremes in tidal hydroperiod and bed shear stresses, respectively. The obtained parameterizations can be used to incorporate seedling dynamics in decadal-timescale mangrove forest development models that are instrumental for mangrove management and restoration

    Grand Challenges in SportsHCI

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    The field of Sports Human-Computer Interaction (SportsHCI) investigates interaction design to support a physically active human being. Despite growing interest and dissemination of SportsHCI literature over the past years, many publications still focus on solving specific problems in a given sport. We believe in the benefit of generating fundamental knowledge for SportsHCI more broadly to advance the field as a whole. To achieve this, we aim to identify the grand challenges in SportsHCI, which can help researchers and practitioners in developing a future research agenda. Hence, this paper presents a set of grand challenges identified in a five-day workshop with 22 experts who have previously researched, designed, and deployed SportsHCI systems. Addressing these challenges will drive transformative advancements in SportsHCI, fostering better athlete performance, athlete-coach relationships, spectator engagement, but also immersive experiences for recreational sports or exercisemotivation, and ultimately, improve human well-being

    Understanding personal and contextual factors to increase motivation in gamified systems

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    Gamification, the use of game elements in non-game contexts, has been shown to help people reaching their goals, affect people's behavior and enhance the users' experience within interactive systems. However, past research has shown that gamification is not always successful. In fact, literature reviews revealed that almost half of the interventions were only partially successful or even unsuccessful. Therefore, understanding the factors that have an influence on psychological measures and behavioral outcomes of gamified systems is much in need. In this thesis, we contribute to this by considering the context in which gamified systems are applied and by understanding personal factors of users interacting with the system. Guided by Self-Determination Theory, a major theory on human motivation, we investigate gamification and its effects on motivation and behavior in behavior change contexts, provide insights on contextual factors, contribute knowledge on the effect of personal factors on both the perception and effectiveness of gamification elements and lay out ways of utilizing this knowledge to implement personalized gamified systems. Our contribution is manifold: We show that gamification affects motivation through need satisfaction and by evoking positive affective experiences, ultimately leading to changes in people's behavior. Moreover, we show that age, the intention to change behavior, and Hexad user types play an important role in explaining interpersonal differences in the perception of gamification elements and that tailoring gamified systems based on these personal factors has beneficial effects on both psychological and behavioral outcomes. Lastly, we show that Hexad user types can be partially predicted by smartphone data and interaction behavior in gamified systems and that they can be assessed in a gameful way, allowing to utilize our findings in gamification practice. Finally, we propose a conceptual framework to increase motivation in gamified systems, which builds upon our findings and outlines the importance of considering both contextual and personal factors. Based on these contributions, this thesis advances the field of gamification by contributing knowledge to the open questions of how and why gamification works and which factors play a role in this regard.Gamification, die Nutzung von Spielelementen in spielfremden Kontexten, kann nachweislich Menschen helfen, ihre Ziele zu erreichen, das Verhalten von Menschen zu beeinflussen und die Erfahrung der User in interaktiven Systemen zu verbessern. Allerdings hat die bisherige Forschung gezeigt, dass Gamification nicht immer erfolgreich ist. So haben Literaturübersichten ergeben, dass fast die Hälfte der Interventionen nur teilweise erfolgreich oder sogar erfolglos waren. Daher besteht ein großer Bedarf, die Faktoren zu verstehen, die einen Einfluss auf psychologische Maße sowie auf das Verhalten von Usern in gamifizierten Systemen haben. In dieser Arbeit tragen wir dazu bei, indem wir den Kontext, in dem gamifizierte Systeme eingesetzt werden, betrachten und persönliche Faktoren von Usern, die mit dem System interagieren, verstehen. Geleitet von der Selbstbestimmungstheorie, einer der wichtigsten Theorien zur menschlichen Motivation, untersuchen wir Gamification und dessen Auswirkungen auf Motivation und Verhalten in Kontexten zur Verhaltensänderung. Wir liefern Erkenntnisse über kontextuelle Faktoren, tragen Wissen über den Einfluss persönlicher Faktoren auf die Wahrnehmung und Effektivität von Gamification-Elementen bei und bieten Möglichkeiten, dieses Wissen für die Implementierung personalisierter gamifizierter Systeme zu nutzen. Unser Beitrag ist mannigfaltig: Wir zeigen, dass Gamification die Motivation durch Bedürfnisbefriedigung und durch das Hervorrufen positiver affektiver Erfahrungen beeinflusst, was letztlich zu Verhaltensänderungen führen kann. Darüber hinaus zeigen wir, dass das Alter, die Absicht, das Verhalten zu ändern, und Hexad-Usertypen eine wichtige Rolle bei der Erklärung von interpersonellen Unterschieden in der Wahrnehmung von Gamification-Elementen spielen. Ebenso zeigen unsere Resultate dass die Anpassung von gamifizierten Systemen auf Basis dieser persönlichen Faktoren positive Auswirkungen auf psychologische und verhaltensbezogene Ergebnisse hat. Letztlich zeigen wir, dass Hexad-Usertypen teilweise durch Smartphone-Daten und Interaktionsverhalten in gamifizierten Systemen vorhergesagt werden können und dass sie auf spielerische Art und Weise erhoben werden können. Dies ermöglicht, unsere Erkenntnisse in der Gamification-Praxis zu nutzen. Auf Basis dieser Ergebnisse schlagen wir ein konzeptuelles Framework zur Steigerung der Motivation in gamifizierten Systemen vor, das die Wichtigkeit der Berücksichtigung sowohl kontextueller als auch persönlicher Faktoren hervorhebt. Diese Erkenntnisse bereichern das Forschungsfeld Gamification, indem sie Wissen zu den offenen Fragen, wie und warum Gamification funktioniert und welche Faktoren in diesem Zusammenhang eine Rolle spielen, beitragen
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