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SHRIMP - Social Hypertext Reader and Interactive Mapping PlatformFraunholz, Eric W., Herrmann, Sebastian M., Kanzler, Katja 09 June 2017 (has links)
SHRIMP http://www.shrimpp.de ist ein
Lehr-Lern-Experiment, das im Rahmen
von Lehrpraxis im Transfer am Institut für
Amerikanistik der Universität Leipzig https://
americanstudies.uni-leipzig.de und an der
Professur für Literatur Nordamerikas der
TU Dresden https://tu-dresden.de/gsw/slk/
anglistik_amerikanistik/na-literatur durchgeführt
wurde: Das Lehrmaterial von Seminaren an
beiden Standorten wurde als gemeinsames
Social Hypertext Universum umgesetzt und
über eine digitale Online-Plattform in das
Lehrangebot integriert. Anstatt als traditionelle,
lose Blattsammlung, lesen die Studierenden
die Seminartexte online auf einer Social-
Media-Plattform. Dort können sie die Inhalte
entdecken, annotieren, individuell erschließen
und für den eigenen Lernerfolg aktivieren,
indem sie die den meisten Studierenden
wohlvertrauten Interaktionsformen der Social
Media (likes, Kommentare) verwenden. Das
zugrundeliegende Modell wurde in Leipzig
entwickelt, durch den Transfer mit Dresden
aber sowohl in seinen technischen als auch in
seinen didaktischen Möglichkeiten stark weiter
entwickelt.
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Making the Right Choice: Gamification for Different Attribution Styles to Increase MotivationNiels, Adelka, Jent, Sophie, Janneck, Minique 18 December 2019 (has links)
Experience, expertise, but also self-confidence and attitudes towards computer technology play an important role in how people interact with computers, especially when problems arise (cf. Janneck, Vincent-Höper, & Ehrhardt, 2013). In this regard, attribution theory is a promising approach to explain general types of user behavior. Attribution theory deals with the causal explanations people find for things happening around them, and also with the extent of control people feel they have over external events. Attribution styles have a considerable influence on motivation, behavior, and emotions (Weiner, 1985; Abramson, Seligman, & Teasdale, 1978). While originating in social psychology, attribution theory is also applicable to computer-related experiences. Recent research found distinct computer-related attribution styles (Niels & Janneck, 2015). Moreover, a study has shown that users with more unfavorable (e.g. low sense of control) attribution styles are less motivated in handling computer issues – such as breakdowns or learning to use new features – than users with more favorable attribution styles (Niels & Janneck, 2017). These results raise the question which specific measures are appropriate to specifically support users with less favorable attribution styles with the intention to increase their motivation to master computer applications. [... from the Introduction]
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Efficacy of gamification-based smartphone application for weight loss in overweight and obese adolescents: study protocol for a phase II randomized controlled trialTimpel, Patrick, Cesena, Fernando Henpin Yue, da Silva Costa, Christiane, Dorigatti Soldatelli, Matheus, Gois Jr, Emanuel, Castrillon, Eduardo, Diaz, Lina Johana Jaime, Repetto, Gabriela M., Hagos, Fanah, Castillo Yermenos, Raul E., Pacheco-Barrios, Kevin Arturo, Musallam, Wafaa, Braid, Zilda, Khidir, Nesreen, Romo Guardado, Marcela, Longo Roepke, Roberta Muriel 05 November 2019 (has links)
Background: Overweight and obesity are significant public health concerns that are prevalent in younger age cohorts. Preventive or therapeutic interventions are difficult to implement and maintain over time. On the other hand, the majority of adolescents in the United States have a smartphone, representing a huge potential for innovative digitized interventions, such as weight loss programs delivered via smartphone applications. Although the number of available smartphone applications is increasing, evidence for their effectiveness in weight loss is insufficient. Therefore, the proposed study aims to assess the efficacy of a gamification-based smartphone application for weight loss in overweight and obese adolescents. The trial is designed to be a phase II, single-centre, two-arm, triple-blinded, randomized controlled trial (RCT) with a duration of 6 months.
Method: The intervention consists of a smartphone application that provides both tracking and gamification elements, while the control arm consists of an identically designed application solely with tracking features of health information. The proposed trial will be conducted in an urban primary care clinic of an academic centre in the United States of America, with expertise in the management of overweight and obese adolescents. Eligible adolescents will be followed for 6 months. Changes in body mass index z score from baseline to 6 months will be the primary outcome. Secondary objectives will explore the effects of the gamification-based application on adherence, as well as anthropometric, metabolic and behavioural changes. A required sample size of 108 participants (54 participants per group) was calculated.
Discussion: The benefits of the proposed study include mid-term effects in weight reduction for overweight and obese adolescents. The current proposal will contribute to fill a gap in the literature on the mid-term effects of gamification-based interventions to control weight in adolescents. This trial is a well-designed RCT that is in line with the Consolidated Standards of Reporting Trials statement.
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