24 research outputs found

    Eliciting personal network data in web surveys through participant-generated sociograms

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    The paper presents a method to elicit personal network data in Internet surveys, exploiting the renowned appeal of network visualizations to reduce respondent burden and risk of drop-out. It is a participant-generated computer-based sociogram, an interactive graphical interface enabling participants to draw their own personal networks with simple and intuitive tools. In a study of users of websites on eating disorders, we have embedded the sociogram within a two-step approach aiming to first elicit the broad ego network of an individual, and then to extract subsets of issue-specific support ties. We find this to be a promising tool to facilitate survey experience and adaptable to a wider range of network studies

    Older people's perceptions and experiences of a digital learning game

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    \u3cp\u3eThe paper describes the evaluation studies of a learning game for older adults using a multicultural European sample. The goal of the evaluation was to explore the acquisition of knowledge as a result of game play, the acceptance of two different game interaction systems by the seniors, their experiences while playing the game, and the accessibility of the game's user interface. Several qualitative and quantitative research methods were combined among older adults in the Netherlands, Spain and Greece. The tests revealed that (i) the accessibility of the game menus and interaction devices was high, (ii) the player experience in digital game play with a TV remote control and 3D sensor were mostly positive, and (iii) the older adults reported that they experienced learning. Overall, it can be concluded that the goals were met, offering a similar accessibility and player experience between the three different countries, and to provide a learning experience for older Europeans.\u3c/p\u3
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