Following the Sector Protocol for Quality Assurance for Practice-Based.Contributors Academy for AI, Games and Media:Mata Haggis Burridge (prof. EG), Qiqi Zhou, Hillevi Boerboom, Maria Pafi (postdoc, WuR), Alexander van Buggenum, Ella Betts, Wilma Franchimon (dir. AGM), Nick van Apeldoorn (Coord.Digireal), Harald Warmelink (Coord. Cradle & MSP Challenge), Magali Patrocínio Gonçalves, Ard Bonewald (MT Games), Marin Hekman, Marie Lhuissier, Carlos Santos (CTO Cradle), Jeremiah van Oosten (MT, games), Kevin Hutchinson, Frank Peters (MT ADS&AI), Bram Heijligers, Joey Relouw, Marnix van Gisbergen (Prof. DMC), Shima Rezaei Rashnoodi (Coord. DMC), Phil de Groot, Igor Mayer (prof. SG), Niels Voskens, Fabio Ferreira da Costa Campos, Tuki Clavero, Jens Hagen, Wilco Boode, Natalia Harazhanka-Pietjouw (PPC), Jacopo Fabrini & Silke Hassreiter.
Learning is all about feedback. Runners, for example, use apps like the RunKeeper. Research shows that apps like that enhance engagement and results. And people think it is fun. The essence being that the behavior of the runner is tracked and communicated back to the runner in a dashboard. We wondered if you can reach the same positive effect if you had a dashboard for Study-behaviour. For students. And what should you measure, track and communicate? We wondered if we could translate the Quantified Self Movement into a Quantified Student. So, together with students, professors and companies we started designing & building Quantified Student Apps. Apps that were measuring all kinds of study-behaviour related data. Things like Time On Campus, Time Online, Sleep, Exercise, Galvanic Skin Response, Study Results and so on. We developed tools to create study – information and prototyped the Apps with groups of student. At the same time we created a Big Data Lake and did a lot of Privacy research. The Big Difference between the Quantified Student Program and Learning Analytics is that we only present the data to the student. It is his/her data! It is his/her decision to act on it or not. The Quantified Student Apps are designed as a Big Mother never a Big Brother. The project has just started. But we already designed, created and learned a lot. 1. We designed and build for groups of prototypes for Study behavior Apps: a. Apps that measure sleep & exercise and compare it to study results, like MyRhytm; b. Apps that measure study hours and compare it to study results, like Nomi; c. Apps that measure group behavior and signal problems, like Groupmotion; d. Apps that measure on campus time and compare it with peers, like workhorse; 2. We researched student fysics to see if we could find his personal Cup-A-Soup-Moment (meaning, can we find by looking at his/her biometrics when the concentration levels dip?); 3. We created a Big Data lake with student data and Open Data and are looking for correlation and causality there. We already found some interesting patterns. In doing so we learned a lot. We learned it is often hard to acquire the right data. It is hard to create and App or a solution that is presenting the data in the right way and presents it in a form of actionable information. We learned that health trackers are still very inprecise. We learned about (and solved some) challenges surrounding privacy. Next year (2017) we will scale the most promising prototype, measure the effects, start a new researchproject and continu working on our data lake. Things will be interesting, and we will blog about it on www.quantifiedstudent.nl.
Among runners, there is a high drop-out rate due to injuries and loss of motivation. These runners often lack personalized guidance and support. While there is much potential for sports apps to act as (e-)coaches to help these runners to avoid injuries, set goals, and maintain good intentions, most available running apps primarily focus on persuasive design features like monitoring, they offer few or no features that support personalized guidance (e.g., personalized training schemes). Therefore, we give a detailed description of the working mechanism of Inspirun e-Coach app and on how this app uses a personalized coaching approach with automatic adaptation of training schemes based on biofeedback and GPS-data. We also share insights into how end-users experience this working mechanism. The primary conclusion of this study is that the working mechanism (if provided with accurate data) automatically adapts training sessions to the runners’ physical workload and stimulates runners’ goal perception, motivation, and experienced personalization. With this mechanism, we attempted to make optimal use of the potential of wearable technology to support the large group of novice or less experienced runners and that by providing insight in our working mechanisms, it can be applied in other technologies, wearables, and types of sports.