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Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and Charité Universitätsmedizin Berlin.
Gamification designs in Wearable Enhanced Learning for Healthy Ageing
in Wearable Enhanced Learning
for Healthy Ageing
International Conference of Mobile Learning
IMCL 2015, 19-11-2015, Thessaloniki, Greece
Prof. Dr. Ilona Buchem (presenter)
Prof. Dr. Jörn Kreutel, Prof. Dr. Agathe Merceron
Beuth University of Applied Sciences Berlin
Marten Haesner, Anika Steinert
Geriatrics Research Group, Charité Universitätsmedizin Berlin
What are wearables?
Reference: The Nunak Group (2013) Wearable Technology, URL http://www.nunatak.com/media/Nunatak_Update_01_2013_EN.pdf
Wearables are body-worn used when the user is moving or engaging in other
tasks (e.g. running). Wearables are a convergence of mobile, internet of
things, augmented reality and big data. The purpose of is to record data and
provide contextual information at the point of experience.
Creating appropriate interfaces,
interaction designs and tackling
privacy related issues!
How are senior users interacting with
wearables and how to leverage these
technologies for healthy ageing?
Currently available ﬁtness trackers have not been able yet to
drive long-term, sustained engagement for a majority of users
independent of age. Some key barriers:
• limited functionalities (e.g. providing only basic health
metrics such as steps taken and calories burnt),
• missing activity triggers (e.g. activity trackers capture data
but do not inspire action), and
• missing mechanisms for sustained motivation to keep ﬁt
D. Ledger, D. McCaffrey, “Inside Wearables How the Science of Human Behavior
Change Offers the Secret to Long-Term Engagement,” Endeavour Partners LLC, 2014.
• Learning goals: Learn how to age healthily, especially how
to improve physical ﬁtness though everyday physical activity
• Design: Wearable-enhanced ﬁtness MOOC with guided
workout plans, video content, social interaction, gamiﬁcation
• Technology: (1) Wearable ﬁtness trackers; (2) Smartphones
Fitness MOOC - fMOOC
Fitness MOOC - a wearable
technology enhanced Massive Open
Online Course for Healthy Ageing
Rationale: Physical activity as a key factor for healthy ageing
Buchem, Merceron, Agathe, Kreutel, Jörn, Haesner, Marten, Steinert, Anika (2015). Embodied Learning with Wearable Fitness Trackers.
CEUR Workshop Proceedings, Workshop on Wearable Enhanced Learning, EC-TEL 2015, Toledo, Spanien.
Buchem, Ilona, Merceron, Agathe, Kreutel, Jörn, Haesner, Marten, Steinert, Anika (2015). Wearable-technology Enhanced Learning for
Healthy Ageing: Conceptual Framework and Architecture of the “Fitness MOOC”. Journal of Interaction Design and Architectures, Focus
Section on Innovative Designs with Social, Mobile and Wearable Technologies for Creative Teaching and Learning, 2015.
The conceptual design of fMOOC builds on extended Personal Learning Environments (eX-PLE)
in sense of permeable physical and virtual spaces, which are constructed dynamically
through the practice of “mobility” across spaces, contexts, concepts and time.
Visit 1 Visit 2
Buchem et al. (2015): Designing for User Engagement in Wearable-technology Enhanced Learning for Healthy Ageing. iLRN 2015.
1. Fitness tracker sends data
to the ﬁtness tracker app
2. Fitness tracker app sends
data to the FT database
4. fMOOC UI displays
3. fMOOC service reads data
Buchem, Ilona, Merceron, Agathe, Kreutel, Jörn, Haesner, Marten, Steinert, Anika (2015). Gamification Designs in Wearable-technology
Enhanced Learning for Healthy Ageing. IMCL2015: International Conference on Interactive Mobile Communication, Technologies and
Learning, Thessaloniki, Griechenland.
The fMOOC gamification design encompasses the systemic level (e.g. badges, battles)
and the experiential level (e.g. gameful learning, social interaction) and aims at
improving daily physical activity through an enjoyable, embodied learning experience.
• Physical data related to ﬁtness
and health, e.g. steps, movement,
balance, strength, endurance,
• Mental data like a feeling of well-
being, satisfaction, challenge,
sense of accomplishment.
• Social data related to interactions
and communication, e.g. content
and tone of comments, reciprocity,
Individual balance “sphere” at the intersection
of mental, physical and social conditions
Roggen, Arnrich & Tröster (2006)
User studies - fMOOC@home
All use computers, 86% frequently
All use smartphones, 70% frequently
average age = 69
youngest 62, oldest 75
Gamiﬁcation & orientation
How can gamiﬁcation enhance orientation, such as improving own ﬁtness?
Levels 1 - 3
55% completed all units in training plans
50% found training plans motivating
45% said their ﬁtness improved after fMOOC
92.5% rated trainings positively
Gamiﬁcation & motivation
How can gamiﬁcation enhance motivation to improve physical ﬁtness?
Correlation between the number of earned badges and motivation to “move more” r(18) = .489; p < 0.5
50% found badges
For the majority fMOOC boosted well-being!
male users vs. female users
Gamiﬁcation & enjoyment
How can gamiﬁcation enhance enjoyment, such as the feeling of achievement?
90% would like
Commenting was more enjoyable than liking posts!
The social element “battle” was
the most frequently viewed
element of the fMOOC app!
Each user visited the
battle on average
18 times per week
Special Interest Group - Wearable Enhanced Learning