Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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    1145 research outputs found

    EcoMeal: gamified eco-feedback of food consumption using a virtual garden

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    We propose EcoMeal, a gamified mobile application that helps users to understand the environmental impact of their daily food consumption. With EcoMeal, users scan the barcodes on packaging of food-related products to reveal details of factors influencing a product’s ecological footprint. Moreover, our application determines the Eco-score of each product and provides users with a comprehensive breakdown to facilitate learning. EcoMeal incentivizes usage and engagement by incorporating a virtual garden where users grow vegetables using water drops. These are obtained by scanning products or by completing quizzes about product details. In a week-long between-subjects user study (N=14), we compared the gamified version of EcoMeal to a baseline version without gamification. We found that regardless of gamification, users perceived the app positively and acquired a deeper understanding of food-related ecological impact. In addition, our results show EcoMeal encouraged long-term usage and gamification increased user engagement

    Leaf your chair behind – calm persuasion for frequent sitting breaks among office-workers

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    Sedentary behavior has been linked to numerous detrimental health outcomes. This is particularly pronounced among office workers. Sitting breaks can attenuate some of these detrimental health effects. Thus, our goal was to design a persuasive system to prompt frequent sitting breaks in the office. With our system we want to address two key issues of existing approaches: low compliance due to lack of motivation, and user annoyance with frequent prompts. Based on a literature review, we developed four design concepts each using a different prompt modality (appearance, audio, light, movement) and evaluated them qualitatively by conducting a focus group interview with a panel of workplace health management experts (N=5) and quantitatively in an explorative online study with our target demographic (N=39) rating the concepts’ perceived persuasiveness and obtrusiveness. Based on our findings, we derive design implications for researchers and practitioners, and demonstrate their technical feasibility by providing a proof-of-concept implementation

    Introduction to the game-based learning minitrack

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    The idea of playing is inherent to human life (Huizinga, 1956), and over the years, the games (in general) have had several applications, including their direct use in educational contexts (Tay et al., 2022). The term game-based learning (GBL) came up referring to learning and education that involves characteristics of games and play in their design, pedagogy, praxis, culture, or teacher and learner experience (Prensky, 2003). Thus, GBL is a broad field of research and practice and contains under its umbrella concepts, eg, educational games, serious games, and gamification of learning

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    Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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