Hochschulbibliographie der Hochschule für Technik und Wirtschaft des Saarlandes
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Im Augenblick des Lebens: AAPV oder SAPV? : Unsicherheiten in der Entscheidungsfindung zwischen AAPV und SAPV ; eine qualitative Studie
Peer Counseling als Methode der unabhängigen Teilhabeberatung? : Ergebnisse des Modellprojektes „Peer Counseling im Rheinland“. Teil I
Der Autor Dr. Mario Schreiner beschäftigt sich in einem zweiteiligen Beitrag mit den Ergebnissen einer wissenschaftlichen Begleitforschung zum Modellprojekt „Peer Counseling im Rheinland“. In diesem Teil I stellt er die strukturelle Gestaltung der Peer-Beratung an verschiedenen Standorten im Rheinland und in unterschiedlicher Trägerschaft sowie ihre jeweilige Inanspruchnahme vor.
Die Evaluation wurde im Auftrag des Landschaftsverbandes Rheinland (LVR) von der Prognos AG sowie der Universität Kassel durchgeführt, um der bislang unzureichenden Datenlage, insbesondere empirischer Daten, zum Peer Counseling zu begegnen. Die Darstellung der Erkenntnisse zu den strukturellen Bedingungen erfolgt ausführlich, um eine Grundlage zur weiteren Auseinandersetzung zu schaffen.
Mit Wirk- und Gelingensfaktoren des Peer Counseling befasst sich der Autor in Teil II
Extending a gamified mobile app with a public display to encourage walking
Sedentary behavior is a determining cause for numerous illnesses, such as cardiovascular diseases or diabetes. To counter this, the World Health Organization recommends at least 30 minutes of activity, such as walking, every day. We present a system making use of fitness trackers to gather step counts and showing them using a gamified mobile app and a gamified public display. We performed a four-week in-the-wild study (N=12) to evaluate the system and the effects of introducing a public display on walking behavior. We found that adding the public display significantly increased step counts and users' motivation to walk, which seems to be attributable to the significant increase in social relatedness. In semi-structured interviews, we learned that besides encouraging socialization, the public display made participants aware that their step data is visible for outsiders and that they could be confronted with their performance, providing additional motivation to increase their step counts
Users as game designers: analyzing gamification concepts in a "Bottom-Up" setting
Allowing users to fully gamify a system on their own during run-time has been shown to be appreciated and to have an impact on their behavior. In these so-called "bottom-up" approaches, users are becoming designers of their game experience. In this paper, we report on an online study where participants (n=140) described a gamification concept, without restricting them to a set of game elements to select from. This was done to analyze how they perform in such a task. The concepts were qualitatively evaluated for which game elements were proposed, showing that participants suggested many diverse concepts with a broad range of elements. The results provide further support for "bottom-up" approaches. Additionally, the suggested game elements were compared to every participant's Hexad user type and Big Five personality. Our data hints that both seem not to be dominant factors influencing which elements participants use in such a design task
Investigating gamification for seniors aged 75+
Gamification, the use of game elements in non-game contexts, has been successfully used to motivate people to reach their goals more efficiently or turn unpleasant tasks into fun ones. However, most gamified systems are conceptualized for a younger audience and do not account for age-specific changes in the motivation to play or the perception of game elements. To inform the design of gamified applications targeting elderly people (aged 75+), we investigated their gaming experiences, what affects them positively while playing and their attitudes towards the most commonly used game elements. We report findings from semi-structured interviews and a storyboard-based game element assessment (N=18, mean age=84.61), indicating that the main motivation to play is socializing, that participants avoid competition and prefer collaboration and care-taking as well as that badges and points are considered meaningless and provide a level of visibility that puts participants under pressure
Soziale Bewegungen als Orte organisationspädagogischer Praxis und Forschung
Das primäre Ziel dieses Beitrags ist es, soziale Bewegungen als ephemere Organisationen im Rahmen der organisationspädagogischen Forschung zu untersuchen. Vor dem Hintergrund der Besonderheiten der Organisationsform sozialer Bewegungen werden drei mögliche Felder für die zukünftige organisationspädagogische Forschung ausgelotet. Dabei geht es um die Bedingungen, die Prozesshaftigkeit und die Verbreitung von organisationalem Lernen in sozialen Bewegungen