This review of meta-analyses of outcome studies of adults receiving Computer-Based Health Education (CBHE) has two goals. The first is to provide an overview of the efficacy of CBHE interventions, and the second is to identify moderators of these effects. A systematic literature search resulted in 15 meta-analyses of 278 controlled outcome studies. The meta-analyses were analysed with regard to reported (overall) effect sizes, heterogeneity and interaction effects. The results indicate a positive relationship between CBHE interventions and improvements in health-related outcomes, with small overall effect sizes compared to non-computer-based interventions. The sustainability of the effects was observed for up to six months. Outcome moderators (31 variables) were studied in 12 meta-analyses and were clustered into three categories: intervention features (20 variables), participant characteristics (five variables) and study features (six variables). No relationship with effectiveness was found for four intervention features, theoretical background, use of internet and e-mail, intervention setting and self-monitoring; two participant features, age and gender; and one study feature, the type of analysis. Regarding the other 24 identified features, no consistent results were observed across meta-analyses. To enhance the effectiveness of CBHE interventions, moderators of effects should be studied as single constructs in high-quality study designs. http://www.journalofinterdisciplinarysciences.com/ https://www.linkedin.com/in/leontienvreeburg/
This article describes the relation between mental health and academic performance during the start of college and how AI-enhanced chatbot interventions could prevent both study problems and mental health problems.
Dit proefschrift presenteert twee theoretische kaders voor het ontwerpen van games en beschrijft hoe game designers deze kunnen inzetten om het game ontwerpproces te stroomlijnen. Er bestaan op dit moment meerdere ontwerptheorie¨en voor games, maar geen enkele kan rekenen op een breed draagvlak binnen de game industrie. Vooral academische ontwerptheorie¨en hebben regelmatig een slechte reputatie. Het eerste kader dat game designers inzicht biedt in spelregels en hun werking heet Machinations en maakt gebruik van dynamische, interactieve diagrammen. Het tweede theoretische kader van dit proefschrift, Mission/Space, richt zich op level-ontwerp en spelmechanismen die de voortgang van een speler bepalen. In tegenstelling tot bestaande modellen voor level-ontwerp, bouwt Mission/Space voort op het idee dat er in een level twee verschillende structuren bestaan. Mission-diagrammen worden gebruikt om de structuur van taken en uitdagingen voor de speler te formaliseren, terwijl space-diagrammen de ruimtelijke constructie formaliseren. Beide constructies zijn aan elkaar gerelateerd, maar zijn niet hetzelfde. De verschillende wijzen waarop missies geprojecteerd kunnen worden op een bepaalde ruimte speelt uiteindelijk een belangrijke rol in de totstandkoming van de spelervaring.
A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.
The PANEURAMA project aims to address the mismatches between the output of HEI/VETs and the needs of the industry in the fields of animation, computer games and VFX. It consists of a network of HEIs and VETs in Europe as well as field-relevant industry partners, and is supported by a range of strong associated partners. The hope is to better prepare students and graduates for the emerging needs of their prospective careers, and in doing so building resilience into the European animation, gaming, and media arts sectors.Societal IssueStudents that are insufficiently prepared for their working fields limit the creativity of the sector, are stressed in their workplaces, and create economic problems.Benefit to societyHealthier cultural and creative sectors are a sign of a strong society, with benefits for mental health, cultural harmony, and positive economic impacts.
Meaningful applications in education, healthcare and media. The first spearhead concerns the use of virtual humans (AI-driven, digital people) in various sectors of society such as education, healthcare and media. The shortages of labour affect all sectors and the use of AI and virtual humans can contribute to solutions. Think of a virtual 'buddy' for lonely elderly people, a virtual teacher for education and training of digital coaches and assistants. But also of serious games that measure or influence behaviour and digital twins (digital copies of objects, systems or plans) for better decision-making. The second pillar of the project focuses on the further growth of the region as an innovation district. To this end, collaborations between knowledge institutions, organisations and companies established in the Spoorzone are stimulated. The result is that (young) talent is committed to the region; also one of the objectives of the Regio Deal Midden-Brabant.Societal issueCombating a digital divide so that the (digital) society remains accessible and fair for everyone - even if you are not very technically minded - is also a spearhead. Benefit for societyBy developing the innovation district for society, we create a magnet function for:Socially involved experts (knowledge institutions), companies, social organizations, citizens and investors. Students/young talent with innovative power who are challenged to new solutions and entrepreneurship. Companies that want to bring new solutions to the market, that invest in R&D and want to establish themselves close to talent;o Attractive jobs in the companies mentioned so that young talent commits to the region and can “work for the best brands” there.In addition to structural reinforcement by the innovation district, the technology of virtual humans is being researched in the practice of health, care, welfare, education and media. The concrete projects in this proposal are already achieving initial results in this area; applications that meet social needs or that provide social solutions.