183 research outputs found

    Gamifying self-management of chronic illnesses: amixed-methods study

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    Background: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal.Objective: This research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts.Methods: A mixed-method approach was used to validate the framework. Expert interviews (N=8) were conducted in order to validate the themes of the framework. Additionally, diabetic participants completed a questionnaire (N=42) in order to measure their attitudes toward the themes of the framework.Results: The results provide a validation of the framework. This indicates that gamification might improve the self-management of chronic illnesses, such as diabetes. Namely, the eight themes in the Wheel of Sukr (fun, esteem, socializing, self-management, self-representation, motivation, growth, sustainability) were perceived positively by 71% (30/42) of the participants with P value <.001.Conclusions: In this research, both the interviews and the questionnaire yielded positive results that validate the framework (The Wheel of Sukr). Generally, this study indicates an overall acceptance of the notion of gamification in the self-management of diabete

    Smart, social, flexible and fun: Escaping the flatlands of virtual learning environments

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    © 2019, Springer Nature Switzerland AG. This paper describes the development of intelligent, social, flexible and game-based pedagogic approaches and their applications in Virtual Learning Environment based Education. Applications of computer science technologies and techniques can enable, facilitate and change educational approaches, allowing scalable approaches that can address both individual student needs whilst managing large – sometimes-massive - cohort sizes. The benefits of these information systems include supporting the wide range of contexts met in education, in terms of individual needs and specific subject and curriculum requirements. Technologies and approaches that are considered range from the representation of knowledge and the use of intelligent systems, the use of social computing, through to the enabling opportunities of ubicomp and the practical application of game mechanics (gamification). This paper concludes with practical illustrations in the context of undergraduate computer science didactics

    Mindergie: A pervasive learning game for pro-environmental behaviour at the workplace

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    This chapter reports about a pervasive learning game to increase the environmental awareness and pro-environmental behaviour at the workplace. Based on a discussion of the theoretical background and related work we introduce the game design and game elements. Results of a formative evaluation study are presented and discussed. Results show that incentive mechanisms are less important than challenging game components that involve employees in proposing solutions for energy conservation at the workplace. Conclusions are drawn for future games and energy conservation activities at the workplace.This project has been partially funded by a SURFnet innovation grant for sustainable ICT solutions and partially by the Welten Institute – Research Centre for Learning, Teaching and Technology of the Open University of the Netherlands

    Crowdcloud: A Crowdsourced System for Cloud Infrastructure

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    The widespread adoption of truly portable, smart devices and Do-It-Yourself computing platforms by the general public has enabled the rise of new network and system paradigms. This abundance of wellconnected, well-equipped, affordable devices, when combined with crowdsourcing methods, enables the development of systems with the aid of the crowd. In this work, we introduce the paradigm of Crowdsourced Systems, systems whose constituent infrastructure, or a significant part of it, is pooled from the general public by following crowdsourcing methodologies. We discuss the particular distinctive characteristics they carry and also provide their “canonical” architecture. We exemplify the paradigm by also introducing Crowdcloud, a crowdsourced cloud infrastructure where crowd members can act both as cloud service providers and cloud service clients. We discuss its characteristic properties and also provide its functional architecture. The concepts introduced in this work underpin recent advances in the areas of mobile edge/fog computing and co-designed/cocreated systems

    Future Imaginings: Organizing in Response to Climate Change

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    Climate change has rapidly emerged as a major threat to our future. Indeed the increasingly dire projections of increasing global average temperatures and escalating extreme weather events highlight the existential challenge that climate change presents for humanity. In this editorial article we outline how climate change not only presents real, physical threats but also challenges the way we conceive of the broader economic, political and social order. We asked ourselves (and the contributors to this special issue) how we can imagine alternatives to our current path of ever escalating greenhouse gas emissions and economic growth. Through reference to the contributions that make up this special issue, we suggest that critically engaging with the concept of social, economic and political imaginaries can assist in tackling the conceptual and organizational challenges climate change poses. Only by questioning current sanitised and market-oriented interpretations of the environment, and embracing the catharsis and loss that climate change will bring, can we open up space for new future imaginings

    Motivational gamification strategies rooted in self-determination theory for social adaptive E-Learning.

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    This study uses gamification as the carrier of understanding the motivational benefits of applying the Self-Determination Theory (SDT) in social adaptive e-learning, by proposing motivational gamification strategies rooted in SDT, as well as developing and testing these strategies. Results show high perceived motivation amongst the students, and identify a high usability of the implementation, which supports the applicability of the proposed approach

    Gamification of warehousing: exploring perspectives of warehouse managers in the UK

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    Contemporary warehouses are key links in the supply chains in competitive global business environments and with rapidly evolving trends in technology they need to adapt to the evolving needs of customers. Gamification recently emerged as a potential means of improving employee engagement leading to increased operational efficiency. This article therefore explores the perspectives of warehouse managers in the UK on gamification of warehousing activities. The findings suggest that gamification is applicable in the warehousing context with potential benefits such as improved worker engagement, increased morale and productivity, enforced competition, increased accuracy, and skills development. However, there are also significant barriers to effective implementation – these include resource constraints, gamification efficacy over time, ethical considerations, and ensuring fairness for all players. The findings from this study provide some valuable insights, thereby providing a rational basis for potentially fruitful future research in this area of growing interest

    Beneficial Effects of a Q-ter® Based Nutritional Mixture on Functional Performance, Mitochondrial Function, and Oxidative Stress in Rats

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    Mitochondrial dysfunction and oxidative stress are central mechanisms underlying the aging process and the pathogenesis of many age-related diseases. Selected antioxidants and specific combinations of nutritional compounds could target many biochemical pathways that affect both oxidative stress and mitochondrial function and, thereby, preserve or enhance physical performance. supplementation in rats at 29 months of age. supplementation may be particularly beneficial when initiated prior to major biological and functional declines that appear to occur with advancing age
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