This chapter discusses educational aspects and possibilities of serious games. For researchers as well as game designers we describe key learning theories to ground their work in theoretical framework. We draw on recent metareviews to offer an exhaustive inventory of known learning and affective outcomes in serious games, and to discuss assessment methods valuable not only for research but also for efficient serious game design. The implementation and design of serious games are outlined in separated sections. Different individual characteristics that seem to be strongly affecting process of learning with serious games (learning style, gender and age) are discussed with emphasis on game development.
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Processes of collective learning are expected to increase the professionalism of teachers and school leaders. Little is known about the processes of collective learning which take place in schools and about the way in which those processes may be improved. This paper describes a research into processes of collective learning at three primary schools. Processes of collective learning are described which took place in small teams in these schools. It is also pointed out which attempts can be made in order to reinforce these processes in the schools mentioned.
Background: Although physical activity (PA) has positive effects on health and well-being, physical inactivity is a worldwide problem. Mobile health interventions have been shown to be effective in promoting PA. Personalizing persuasive strategies improves intervention success and can be conducted using machine learning (ML). For PA, several studies have addressed personalized persuasive strategies without ML, whereas others have included personalization using ML without focusing on persuasive strategies. An overview of studies discussing ML to personalize persuasive strategies in PA-promoting interventions and corresponding categorizations could be helpful for such interventions to be designed in the future but is still missing. Objective: First, we aimed to provide an overview of implemented ML techniques to personalize persuasive strategies in mobile health interventions promoting PA. Moreover, we aimed to present a categorization overview as a starting point for applying ML techniques in this field. Methods: A scoping review was conducted based on the framework by Arksey and O’Malley and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) criteria. Scopus, Web of Science, and PubMed were searched for studies that included ML to personalize persuasive strategies in interventions promoting PA. Papers were screened using the ASReview software. From the included papers, categorized by the research project they belonged to, we extracted data regarding general study information, target group, PA intervention, implemented technology, and study details. On the basis of the analysis of these data, a categorization overview was given. Results: In total, 40 papers belonging to 27 different projects were included. These papers could be categorized in 4 groups based on their dimension of personalization. Then, for each dimension, 1 or 2 persuasive strategy categories were found together with a type of ML. The overview resulted in a categorization consisting of 3 levels: dimension of personalization, persuasive strategy, and type of ML. When personalizing the timing of the messages, most projects implemented reinforcement learning to personalize the timing of reminders and supervised learning (SL) to personalize the timing of feedback, monitoring, and goal-setting messages. Regarding the content of the messages, most projects implemented SL to personalize PA suggestions and feedback or educational messages. For personalizing PA suggestions, SL can be implemented either alone or combined with a recommender system. Finally, reinforcement learning was mostly used to personalize the type of feedback messages. Conclusions: The overview of all implemented persuasive strategies and their corresponding ML methods is insightful for this interdisciplinary field. Moreover, it led to a categorization overview that provides insights into the design and development of personalized persuasive strategies to promote PA. In future papers, the categorization overview might be expanded with additional layers to specify ML methods or additional dimensions of personalization and persuasive strategies.
Het probleem dat deze projectaanvraag adresseert is de hoge werkdruk van zorgprofessionals in de dementiezorg. Door een stijging in het aantal ouderen met dementie, stijgt de zorgvraag, terwijl het tekort aan zorgprofessionals groeit. Door de inzet van slimme technologische innovaties zoals een Intelligente Zorgomgeving kan deze werkdruk sterk verminderd worden. Een Intelligente Zorgomgeving maakt gebruik van sensortechnieken en gebruikt Artificiële Intelligentie (AI) om gepersonaliseerde zorg te leveren door de zorgbehoefte in kaart te brengen en daarop te reageren. De Intelligente Zorgomgeving werkt daarbij samen met de zorgprofessional. Deze oplossingsrichting wordt in dit project verder uitgewerkt samen met vier zorgpartijen en drie innovatieve MKB. Aan de hand van de casus “Ondersteuning bij eten en drinken” worden Just-in-time adaptive interventions (JITAI) ontwikkeld zodat de zorgprofessional de zorgprofessional ondersteund wordt in het uitvoeren van bepaalde zorgtaken. Een voorbeeld van een interventie is het op het juiste moment geven van op de persoon aangepaste zintuigelijke prikkels (geluiden, lichten en projecties) die senioren stimuleren om te eten. Door dergelijke interventies wordt de druk op de zorgprofessional verminderd en neemt de kwaliteit van de zorg toe. Niet alleen de integratie van de AI-modules is van belang maar ook hoe de AI ‘getoond’ wordt aan de zorgprofessional. Daarom wordt er in dit project ook extra aandacht besteed aan de interactie tussen zorgprofessional en de Intelligente Zorgomgeving waardoor het gebruiksgemak wordt verhoogd en zowel cliënt als zorgprofessional een hogere mate van autonomie kunnen ervaren. Door het prototype van de Intelligente Zorgomgeving verder te ontwikkelen in zorginstellingen in samenwerking met verschillende zorgprofessionals en aandacht te besteden aan het ontwikkelen van AI en Interactie met het systeem kunnen de wensen en behoeften van de zorgprofessionals worden geïntegreerd in de Intelligente Zorgomgeving. Dit gebeurt in drie iteraties waarbij de drie opeenvolgende beschikbare living labs in toenemende mate complex en realistisch zijn.