Objectives Adherence to injury prevention programmes in football remains low, which is thought to drastically reduce the effects of injury prevention programmes. Reasons why (medical) staff and players implement injury prevention programmes, have been investigated, but player’s characteristics and perceptions about these programmes might influence their adherence. Therefore, this study investigated the relationships between player’s characteristics and adherence and between player’s perceptions and adherence following an implemented injury prevention programme. Methods Data from 98 of 221 football players from the intervention group of a cluster randomised controlled trial concerning hamstring injury prevention were analysed. Results Adherence was better among older and more experienced football players, and players considered the programme more useful, less intense, more functional and less time-consuming. Previous hamstring injuries, educational level, the programme’s difficulty and intention to continue the exercises were not significantly associated with adherence. Conclusion These player’s characteristics and perceptions should be considered when implementing injury prevention programmes.
In this paper we research the following question: What motivational factors relate, in which degree, to intentions on compliance to ISP and how could these insights be utilized to promote endusers compliance within a given organization? The goal of this research is to provide more insight in the motivational factors applicable to ISP and their influence on end-user behavior, thereby broadening knowledge regarding information systems security behaviors in organizations from the viewpoint of non-malicious abuse and offer a theoretical explanation and empirical support. The outcomes are also useful for practitioners to complement their security training and awareness programs, in the end helping enterprises better effectuate their information security policies. In this study an instrument is developed that can be used in practice to measure an organizational context on the effects of six motivational factors recognized. These applicable motivational factors are determined from literature and subsequently evaluated and refined by subject matter experts. A survey is developed, tested in a pilot, refined and conducted within four organizations. From the statistical analysis, findings are reported and conclusions on the hypothesis are drawn. Recommended Citation Straver, Peter and Ravesteyn, Pascal (2018) "End-users Compliance to the Information Security Policy: A Comparison of Motivational Factors," Communications of the IIMA: Vol. 16 : Iss. 4 , Article 1. Available at: https://scholarworks.lib.csusb.edu/ciima/vol16/iss4/1
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To improve retention rate of factual knowledge for health students we set out to design a game which challenges students to continue testing themselves during their studies. Since we intend for them to play this game for at least two years, we had two major challenges to overcome. Firstly, how can students feel motivated to continue playing for two years on end, and secondly, how can enough content be generated for a two-year game play. The first challenge was solved by tapping into a core motivation of health students: many intend to start their own practice and for that, they want to be involved with other practitioners. We, therefore, proposed a sim-type game in which students cannot just practice on virtual patients but also on practitioners logged in as a patient. The second challenge was tackled by building a flexible framework for case collection, and including the production of those cases in the curricula of the involved programmes.
Within TIND, Christian Roth studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers to enable the creation of more effective artefacts. Interactive Narrative Design (IND) is a complex and challenging interdisciplinary field introducing new affordances in technique and user-experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences. HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications. The research project is directly embedded in the curriculum of the HKU school Games & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry. Outcomes will be shared via an interactive website and events.