Gamification Design Based Research on Fitness Mobile Application for University Students

Author(s):  
Fengjiao Cai ◽  
Guanyu Dai ◽  
Ting Han
2018 ◽  
Vol 13 (2) ◽  
pp. 145-168 ◽  
Author(s):  
Buddhini Gayathri Jayatilleke ◽  
Gaya R. Ranawaka ◽  
Chamali Wijesekera ◽  
Malinda C.B. Kumarasinha

Purpose The purpose of this paper is to illustrate the development and testing of an innovative mobile application using design-based research. Design/methodology/approach This paper reports on the process of transformation of existing printed course material into digitized content through design-based research where design, research and practice were concurrently applied through several iterations of the mobile application. For this transformation, one session each from BSc in Nursing, Bachelor of Pharmacy and Bachelor of Medical Laboratory Sciences was selected. In the first phase of the design-based research, the main research question was formulated. In the second phase, a mobile learning application (OUSL MLearn) was designed and developed to address the research question. In the third phase, this application was evaluated by five groups of stakeholders: content experts to validate the content; educational technologists to check the alignment of technical and pedagogical features; novice users to check the overall effectiveness of the application; developer to develop the application, to check the ease of usage; and researchers to identify the impact of this innovation. These stakeholders were closely involved throughout the whole process which lasted over a period of four months. At the end of this development phase, the results were reflected upon and used for further enrichment. Findings It was observed that the developed mobile application was accessible, appealing and pedagogically constructive for users. However, optimization, development time, technical and organizational issues, workload of academics and production costs were identified as major challenges. Research limitations/implications This study was based on the findings of a small sample of potential users. Practical implications The findings have implications for designing culturally adaptive interactive mobile applications. Originality/value This study will benefit practitioners to design culturally sensitive mobile learning courses and researchers to conduct design-based research.


2017 ◽  
Vol 30 (1) ◽  
pp. 91-98 ◽  
Author(s):  
Samantha Bittencourt MESCOLOTO ◽  
Simone CAIVANO ◽  
Semíramis Martins Álvares DOMENE

ABSTRACT Objective: Evaluate the use of the Nutrabem (São Paulo, Brasil) mobile application as a tool for measurement of food intake among university students. Methods: Cross-sectional study of a random sample of 40 undergraduate students at the Universidade Federal de São Paulo, Campus Baixada Santista. Food intake data were estimated using the Nutrabem app and the 24-hour dietary recall. Intakes of energy, carbohydrates, proteins, lipids, calcium, iron, and vitamin C were calculated. The intake of food groups and diet quality were evaluated by the Diet Quality Index associated with the Digital Food Guide. The agreement between the methods was assessed using the Pearson's correlation coefficient and the Student' t-test. Results: Strong correlations were observed between energy (0.77), carbohydrates (0.82) and protein (0.83). The groups: poultry, fish, and eggs; beef and pork; refined grains and breads; and fruits and legumes showed strong correlations (between 0.76 and 0.85). There were moderate correlations (0.59 and 0.71) between the groups sugars and sweets; whole grains, tubers and roots, milk and dairy products, animal fats, and the Diet Quality Index associated with the Digital Food Guide scores. Vegetables and leafy greens, nuts, and vegetable oils showed weak correlations (0.31 and 0.43). Homogeneity assessment revealed similarity between the results obtained by both methods (p>0.05) . Conclusion: The Nutrabem app can be used as a tool to assess dietary intake among university students since it produces results similar to those obtained by the 24-hour dietary recall method.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Sayed S. Younes ◽  
Abdulmohsin H. Alharbi ◽  
Mahmoud M. Aboeldahab

This study developed an artificial intelligence- (AI-) enabled mobile application for smart services and measured the impact of its use on the quality of automatic services among Umm Al-Qura University students. The research instruments used measured the quality of automatic services. The results of the research indicated that the application has a number of advantages, including encouraging students to actively participate in the learning process and contribute to effective communication between faculty members and students, in addition to providing multiple methods of communication between students. The results also indicated that there were no statistically significant differences at the level of 0.05; this indicates that the faculty type variable did not affect the level of satisfaction of Umm Al-Qura University students with the application, and that gender did not affect the level of satisfaction with the mobile application.


2015 ◽  
Vol 56 ◽  
Author(s):  
Patricia-Ann Harpur ◽  
Ruth De Villiers

Higher education students use mobile phones, equipped for Internet access. Mobile technologies can offer effective, satisfying and accessible m-learning experiences. A contribution has been made to knowledge on evaluating m-learning environments and to mobile human-computer interaction (MHCI), with the innovative synthesis of the MUUX-E Framework, which fills a gap in the domain of m-learning. MUUX-E is a single comprehensive, multi-faceted instrument for evaluating m-learning environments, emphasising usability and user experience in mobile educational contexts. It was developed by extensive literature studies on each aspect, and has five categories, 31 criteria and numerous sub-criteria. Using a design-based research paradigm, MUUX-E was applied iteratively to evaluate and enhance successive versions of m-LR, a mobile application created for a Software Engineering module. Participants were students and expert evaluators. MUUX-E served well to identify problems and strengths. The students were more positive than the experts regarding the benefits of m-LR, yet insightfully reported more system problems.


Author(s):  
Suryaman Suryaman ◽  
Herri Mulyono

In this paper, we present a digital application developed to prevent teachers’ absenteeism in a private university in Indonesia. In particular, we evaluated the development and the application of an Android-based attendance management system (AAMS) to monitor teachers’ attendance and their teaching activity at a private university in the capital city of Jakarta, Indonesia. Adopting a design-based research approach, we observed the development procedure and interviewed three end-users of the application, i.e. teachers. The findings of the study revealed the potential use of AAMS as a digital tool to prevent absenteeism among university teachers. The three main challenges were highlighted during the application of AAMS, including the processing time duration and system error, the reporting and analytics issues, and the input manipulation. Furthermore, a recommendation is offered on the basis of the findings.


2015 ◽  
Vol 17 (1) ◽  
Author(s):  
Andrea Potgieter

Background: Smartphones and similar mobile devices have changed the way individuals interact with technology and with each other. The app preferences of smartphone users are vitally important to those seeking to understand the motivation behind app downloads and usage.Objective: The research problem of this article is centred on the preferences for smartphone apps by the growing market of smartphone users in South Africa. The study includes a demographic profile of the users to establish what attracts this market into downloading smartphone apps.Methodology: The study employed a mono-method, quantitative methodological framework with an online survey as the data collection instrument. The survey was conducted amongst undergraduate university students in 2013 and repeated again in 2014. Results: It was found that the ‘young adult’ demographic, of which the sample of undergraduate university students formed a part, was discerning about which apps they downloaded and that the frequency of downloads occurred less than once a month in most cases. Information and entertainment needs were amongst the top reasons users indicated as motivations for downloading apps. Conclusion: The study’s findings confirmed that the sample had definite preferences regarding which apps the users were downloading, and these preferences depended on the needs that they wished to fulfil. The study also revealed that, even though users were aware of security threats associated with downloading apps, this knowledge did not deter them from continuing to download apps. Future research recommendations also arose from the study, giving direction to prospective studies.


2019 ◽  
Vol 11 (3) ◽  
pp. 611 ◽  
Author(s):  
Burcu Turan Çimşir ◽  
Hüseyin Uzunboylu

In achieving sustainable development goals, every society and person has the responsibility to attempt to eliminate poverty, protect the environment, and ensure that all people live in peace and prosperity. In order to fulfill this responsibility, it is necessary to organize activities to support sustainable development goals. When the increasing daily use of mobile technologies in education is considered, it is thought that these technologies exhibit important potential in raising awareness for sustainable development goals. Thus, the aim of this study was to develop, implement and evaluate a mobile application for the awareness of university students about sustainable development goals. As a result of this research, the developed mobile application had a positive effect on university students’ awareness of sustainable development goals, and students were glad to use the application.


2014 ◽  
Vol 20 (3) ◽  
pp. 205 ◽  
Author(s):  
Han-Kyu Kang ◽  
Tae-Bin Kim ◽  
Kyu-Hyung Kim ◽  
Min-Jin Kim ◽  
Jin-Hyun Kim ◽  
...  

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