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GAMIFICATION DESIGNS 

in Wearable Enhanced Learning

for Healthy Ageing
International Conference of Mobile Learning
IMCL ...
What are wearables?
2
Reference: The Nunak Group (2013) Wearable Technology, URL http://www.nunatak.com/media/Nunatak_Upda...
Current research
3
Key challenges:
Creating appropriate interfaces,
interaction designs and tackling
privacy related issue...
Current limitations
4
Currently available fitness trackers have not been able yet to
drive long-term, sustained engagement ...
• Learning goals: Learn how to age healthily, especially how
to improve physical fitness though everyday physical activity
...
Learning at
the computer
Learning with
the computer
Experiential learning
Concrete experience
Rationale: Physical activity...
Course Design
Buchem, Ilona, Merceron, Agathe, Kreutel, Jörn, Haesner, Marten, Steinert, Anika (2015). Wearable-technology...
Buchem et al. (2015): Designing for User Engagement in Wearable-technology Enhanced Learning for Healthy Ageing. iLRN 2015...
Gamification design
Buchem, Ilona, Merceron, Agathe, Kreutel, Jörn, Haesner, Marten, Steinert, Anika (2015). Gamification D...
TrainingBadges Battle
Design elements (1)
Feedback
Comment
Design elements (2)
Data measured
• Physical data related to fitness
and health, e.g. steps, movement,
balance, strength, endurance,
mobility.
...
September
4 weeks
10 seniors
October
4 weeks
10 seniors
User studies - fMOOC@home
20152014
iterative
design
50%50%
All use...
Gamification & orientation
How can gamification enhance orientation, such as improving own fitness?
Endurance
training
Streng...
Gamification & motivation
How can gamification enhance motivation to improve physical fitness?
Perfect
Training
Steps
Comment...
Battles
male users vs. female users
Gamification & enjoyment
How can gamification enhance enjoyment, such as the feeling of ...
Special Interest Group - Wearable Enhanced Learning
17
http://ea-tel.eu/special-interest-groups/well/
Thank you!
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Gamification designs in Wearable Enhanced Learning for Healthy Ageing

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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.

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Gamification designs in Wearable Enhanced Learning for Healthy Ageing

  1. 1. GAMIFICATION DESIGNS in Wearable Enhanced Learning for Healthy Ageing International Conference of Mobile Learning IMCL 2015, 19-11-2015, Thessaloniki, Greece http://www.imcl-conference.org/ 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
  2. 2. What are wearables? 2 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. Definition:
  3. 3. Current research 3 Key challenges: Creating appropriate interfaces, interaction designs and tackling privacy related issues! Research gap: How are senior users interacting with wearables and how to leverage these technologies for healthy ageing?
  4. 4. Current limitations 4 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.
  5. 5. • 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 5 Fitness MOOC - fMOOC Fitness MOOC - a wearable technology enhanced Massive Open Online Course for Healthy Ageing
  6. 6. Learning at the computer Learning with the computer Experiential learning Concrete experience 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.
  7. 7. Course Design 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
  8. 8. Buchem et al. (2015): Designing for User Engagement in Wearable-technology Enhanced Learning for Healthy Ageing. iLRN 2015. System design 1. Fitness tracker sends data to the fitness tracker app 2. Fitness tracker app sends data to the FT database 4. fMOOC UI displays fitness data 3. fMOOC service reads data
  9. 9. Gamification design 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.
  10. 10. TrainingBadges Battle Design elements (1)
  11. 11. Feedback Comment Design elements (2)
  12. 12. Data measured • Physical data related to fitness and health, e.g. steps, movement, balance, strength, endurance, mobility. • 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, social support. 12 Individual balance “sphere” at the intersection of mental, physical and social conditions Roggen, Arnrich & Tröster (2006)
  13. 13. September 4 weeks 10 seniors October 4 weeks 10 seniors User studies - fMOOC@home 20152014 iterative design 50%50% All use computers, 86% frequently All use smartphones, 70% frequently average age = 69 youngest 62, oldest 75
  14. 14. Gamification & orientation How can gamification enhance orientation, such as improving own fitness? Endurance training Strength training Group training Recovery day Training plans 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
  15. 15. Gamification & motivation How can gamification enhance motivation to improve physical fitness? Perfect Training Steps Comments Feedback Badges Correlation between the number of earned badges and motivation to “move more” r(18) = .489; p < 0.5 60% found fitness trackers motivating 50% found badges motivating For the majority fMOOC boosted well-being!
  16. 16. Battles male users vs. female users Gamification & enjoyment How can gamification enhance enjoyment, such as the feeling of achievement? 80% enjoyed the fMOOC experience 90% would like to continue fMOOC 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
  17. 17. Special Interest Group - Wearable Enhanced Learning 17 http://ea-tel.eu/special-interest-groups/well/ Thank you!

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