Abstract: The primary aim of the dissertation was to develop and evaluate a smartphone app, the WhiteTeeth app, designed to promote good oral health behaviour and oral hygiene among adolescent orthodontic patients between the ages of 12 and 16. The app's development and evaluation was guided methodically by intervention mapping (IM). Development thus starts with an analysis of the health problem and the identification of the psychosocial factors and health behaviour related to it. To identify the psychosocial factors underlying oral health behaviour in our target group, a systematic literature review with meta-analysis was conducted,a cross-sectional clinical study and semi-structured interviews. Then, to target these psychosocial factors and facilitate continuous behavioural support, various behaviour-changing techniques were incorporated into the app. The app provides feedback on users' oral health behaviour and allows users to evaluate and monitor their behaviour. Finally, a randomised controlled trial was conducted. This showed that the app had improved oral hygiene in adolescent orthodontic patients after 12 weeks.
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In recent years, there has been an exponential increase in the use of health and sports-related smartphone applications (apps). This is also reflected in App-stores, which are stacked with thousands of health- and sports-apps, with new apps launched each day. These apps have great potential to monitor and support people’s physical activity and health. For users, however, it is difficult to know which app suits their needs. In this paper, we present an online tool that supports the decision-making process for choosing an appropriate app. We constructed and validated a screening instrument to assess app content quality, together with the assessment of users’ needs. Both served as input for building the tool through various iterations with prototypes and user tests. This resulted in an online tool which relies on app content quality scores to match the users’ needs with apps that score high in the screening instrument on those particular needs. Users can add new apps to the database via the screening instrument, making the tool self-supportive and future proof. A feedback loop allows users to give feedback on the recommended app and how well it meets their needs. This feedback is added to the database and used in future filtering and recommendations. The principles used can be applied to other areas of sports, physical activity and health to help users to select an app that suits their needs. Potentially increasing the long-term use of apps to monitor and to support physical activity and health.
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Deze handleiding is bedoeld om gebruikers van de MOBAK-app (Nolles et al., 2023) te helpen bij het gebruik van de app en waarop ze moeten letten bij het gebruik ervan.» [5]→ zie de bibliografie in het document voor citaten → English Version: 10.5281/zenodo.10691652→ German Version: 10.5281/zenodo.10691709→ Slovak Version: 10.5281/zenodo.10691739 Meer documenten over de MOBAK APP:Theoretisch en Methodologisch Kader voor de MOBAK App. Pedagogische Strategie voor het Gebruik van een MOBAK Applicatie in Lichamelijke Opvoeding. → 10.5281/zenodo.10691365Lerarenopleidings-toolkit ter ondersteuning van de implementatie en verspreiding van de MOBAK App → 10.5281/zenodo.10691870Method and tool to evaluate the pilot implementation of the MOBAK App → 10.5281/zenodo.10684702Pilot implementation and evaluation study report → 10.5281/zenodo.10843490
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Background: Recently, research focus has shifted to the combination of all 24-h movement behaviors (physical activity, sedentary behavior and sleep) instead of each behavior separately. Yet, no reliable and valid proxy-report tools exist to assess all these behaviors in 0–4-year-old children. By involving end-users (parents) and key stakeholders (researchers, professionals working with young children), this mixed-methods study aimed to 1) develop a mobile application (app)-based proxy-report tool to assess 24-h movement behaviors in 0–4-year-olds, and 2) examine its content validity. Methods: First, we used concept mapping to identify activities 0–4-year-olds engage in. Parents (n = 58) and professionals working with young children (n = 21) generated a list of activities, sorted related activities, and rated the frequency children perform these activities. Second, using multidimensional scaling and cluster analysis, we created activity categories based on the sorted activities of the participants. Third, we developed the My Little Moves app in collaboration with a software developer. Finally, we examined the content validity of the app with parents (n = 14) and researchers (n = 6) using focus groups and individual interviews. Results: The app has a time-use format in which parents proxy-report the activities of their child, using eight activity categories: personal care, eating/drinking, active transport, passive transport, playing, screen use, sitting/lying calmly, and sleeping. Categories are clarified by providing examples of children’s activities. Additionally, 1–4 follow-up questions collect information on intensity (e.g., active or calm), posture, and/or context (e.g., location) of the activity. Parents and researchers considered filling in the app as feasible, taking 10–30 min per day. The activity categories were considered comprehensive, but alternative examples for several activity categories were suggested to increase the comprehensibility and relevance. Some follow-up questions were considered less relevant. These suggestions were adopted in the second version of the My Little Moves app. Conclusions: Involving end-users and key stakeholders in the development of the My Little Moves app resulted in a tailored tool to assess 24-h movement behaviors in 0–4-year-olds with adequate content validity. Future studies are needed to evaluate other measurement properties of the app.
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Management of type 1 diabetes (T1D) is essential for a successful long-term treatment. This is especially important for teenagers transitioning to self-management. However, due to teenagers’ interests and lifestyles, T1D management isn’t often highly prioritized by teenagers, possibly leading todeficits in monitoring and health status. In this work, we aim to increase monitoring potential for teenagers by developing a mobile app that is centered around the lifestyle and needs of teenagers. We further emphasize patient-doctor communication by concentrating on the human behind the numbers. We contribute user requirements, a paper-prototype design of the T1D management app and an initial evaluation with medical staff such as diabetes nurses.
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The WHEELS app was developed using the intervention mapping framework. Intervention goals were determined based on a needs assessment, after which behavior change strategies were selected to achieve these goals. These were applied in an app that was pretested on ease of use and satisfaction, followed by minor adjustments. Subsequently, a 12-week pre-post pilot study was performed to explore usability, feasibility, and effectiveness of the app. Participants received either a remote-guided or stand-alone intervention. Responses to semistructured interviews were analyzed using content analysis, and questionnaires (System Usability Score [SUS], and Usefulness, Satisfaction, and Ease) were administered to investigate usability and feasibility. Effectiveness was determined by measuring outcomes on physical activity, nutrition, sleep quality (Pittsburgh Sleep Quality Index), body composition, and other secondary outcomes pre and post intervention, and by calculating effect sizes (Hedges g).
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In deze presentatie wordt de ontwikkeling van een evidence-based en gepersonaliseerde hardloop-app in kaart gebracht, genaamd InteliRun. Er werd een pilot georganiseerd waarin 26 hardlopers de app hebben getest. Middels een vragenlijst en focusgroepen werd in kaart gebracht wat gebruiksvriendelijkheid en ervaringen met de app waren.
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In dit artikel wordt gekeken naar de relatie tussen het gebruik van mobiele applicaties en fysieke activiteit en gezonde leefstijl. Dit is gedaan op basis van een vragenlijst onder deelnemers aan een hardloopevenement, de Dam tot Damloop. Er werden aparte analyses gedaan voor 8km lopers en 16 km lopers. Een positieve relatie werd gevonden tussen app gebruik en meer bewegen en zich gezonder voelen. App gebruik was ook positief gerelateerd aan beter voelen over zichzelf, je voelen als een atleet, anderen motiveren om te gaan hardlopen en afvallen. Voor de 16 km lopers was app gebruik gerelateerd aan gezonder eten, zich meer energieker voelen en een hogere kans om het sportgedrag vol te houden. De resultaten van dit onderzoek laten zien dat app gebruik mogelijk een ondersteunende rol kunnen hebben in de voorbereiding op een hardloopevenemen, aangezien het gezondheid en fysieke activiteit stimuleert.
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Video about Brabant Remembers Living History Augmented Reality app for NBTC Digital Innovations.
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«Hoewel Europese partners tot nu toe het MOBAK-test- en ondersteuningsconcept uitsluitend in offline school LO hebben gebruikt – zonder het gebruik van digitale hulpmiddelen centraal te stellen –, biedt het huidige kader de basis voor een implementatie in digitale vorm. Meer precies bestaat het volgende theoretische kader uit informatie over wat competentieoriëntatie in LO betekent (hoofdstuk 2), over het MOBAK-concept, de dimensies ervan en testinstrumenten (hoofdstuk 3), evenals over het algemene MOBAK-ondersteuningskader (hoofdstuk 4). Bijgevolg definieert dit kader de basis om de ontwikkeling van een pedagogische strategie te volgen, inclusief concrete leertaken en verdere ondersteuning voor later gebruik van de MOBAK App (hoofdstuk 5).» [1]
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