Development of an online education program for students sports studies on e-health to optimise lifestyle coaching
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In dit abstract wordt de ontwikkeling van een online onderwijsmodule beschreven gericht op eHealth voor leefstijlverbetering
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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.
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We found out that 25 % of our students came to study at the Electrical & Electronic Engineering department (E&E) because they were active (as a hobby) in music. Because of this the E&E department offers their students to work in video and audio themes in all projects of their education. From our inquiries we found out what students interests are and we use these interests for new project themes. The study has been changed in such a way that it is possible to have these project themes twice in every semester. Amongst them are, besides music, e.g. medical, sports, automotive and mechatronics. Other inquiries show that 47 % of our students choose for ICT because they are interested in computers or programming or do this for their hobby. Inspired by this the ICT department defined four new fields of interest: game design, management & security, mobile computing and life style. Both E&E and ICT connect the projects in their courses directly to industry and in this way students and lecturers are intensively involved in industry. From two surveys we learned that working this way is an excellent way to get students motivated and gives them drive and enjoyment in their study.
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Is eSport een echte sport of niet? Hoe je het fenomeen ook wil categoriseren, eSport is de nieuwste ster in de sportmediawereld. Voorlopig lijkt er nog lang geen einde te komen aan haar steile groeicurve. De vraag is volgens ons dan ook niet of eSport een plaats opeist bij de grote mediasporten, maar vooral op welke manier.
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Virtual communities are online spaces with potential of integration of (member-generated) content and conversations [7,8]. In our research project we are interested in the adoption and building of virtual communities in organized sports, that is to say in the voluntary sports clubs (VSCs) in the Netherlands. Since these VSCs have massively transferred their communication with members from paper club magazines to online channels, these virtual communities arise from the use of a growing number of websites, e-mail and social network sites (SNSs). Although virtual communities are broadly investigated, such as social communities, brand communities, and public communities, there is little scholarly interest in virtual communities of member organizations that VSCs are an example of. The study that is to be presented at SECSI 2019 concerns the clubs’ use of SNSs (ClubSNSs), such as Facebook and Twitter, within the virtual communities. These SNSs are increasingly used by the VSCs to facilitate organizational communication and to obtain a good internal climate [9]. However, academic understanding of the impact of ClubSNSs’ content and conversations on the organizational performance of the VSC is in its infancy. In our study, we examined this impact of ClubSNSs use on the involvement among members and whether we can explain this by members’ identification with the club. Furthermore, we have tried to categorize ClubSNSs by content types, such as informative, conversational or sociable ClubSNSs, and their role in stimulating the use of ClubSNSs. In this way we attempted to gain insight into the effect of types of ClubSNSs’ content and conversations on membership involvement and the mediating role of identification with the club. This insight can help VSCs to develop effective ClubSNS channels that contribute to organizational goals such as supportive and loyal membership.
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Introduction: There is a lack of effective interventions available for Pediatric Physical Therapists (PPTs) to promote a physically active lifestyle in children with physical disabilities. Participatory design methods (co-design) may be helpful in generating insights and developing intervention prototypes for facilitating a physically active lifestyle in children with physical disabilities (6–12 years). Materials and methods: A multidisciplinary development team of designers, developers, and researchers engaged in a co-design process–together with parents, PPTs, and other relevant stakeholders (such as the Dutch Association of PPTs and care sports connectors). In this design process, the team developed prototypes for interventions during three co-creation sessions, four one-week design sprint, living-lab testing and two triangulation sessions. All available co-design data was structured and analyzed by three researchers independently resulting in themes for facilitating physical activity. Results: The data rendered two specific outcomes, (1) knowledge cards containing the insights collected during the co-design process, and (2) eleven intervention prototypes. Based on the generated insights, the following factors seem important when facilitating a physically active lifestyle: a) stimulating self-efficacy; b) stimulating autonomy; c) focusing on possibilities; d) focusing on the needs of the individual child; e) collaborating with stakeholders; f) connecting with a child's environment; and g) meaningful goal setting. Conclusion: This study shows how a co-design process can be successfully applied to generate insights and develop interventions in pediatric rehabilitation. The designed prototypes facilitate the incorporation of behavioral change techniques into pediatric rehabilitation and offer new opportunities to facilitate a physically active lifestyle in children with physical disabilities by PPTs. While promising, further studies should examine the feasibility and effectivity of these prototypes.
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Introduction The provision of active parks/public open space is the key factor in promoting active living, because people and specially low-income and elderlies are being more interested in doing non-organized/informal, and no-cost sports/physical activities in outdoor spaces in recent decades (Borgers et al, 2013; Thiesen-Raaphorst, 2015; Sallis, Owen & Fisher, 2008; Humpel, Owen & Leslie, 2002). Giving the concern about low rate of physical activities among low-income minority, elderlies and over weighted people, the municipality of Groningen invested in renovation of parks/ open spaces, in order to encourage all people to become more physically active. To what degree park renovations accomplish this goal is unknown. Method We used the System for Observing Play and Recreation in Communities (SOPARC), to measure open space/park users and their physical activity levels after the renovation. We also surveyed parks users before and after renovation, and local residents about their use of the parks. Results All respondents were happy with the renovation that is increasing the social cohesion of the neighborhood. The users are mainly active young athletes and children, and the renovation significantly increased their park use. However, the improved parks/spaces do not attract inactive people. Weather condition and the different time of the day were not associated with using the park. Conclusion Park’s improvements can have a significant impact on increasing the frequency of park use, however, it is not enough to encourage inactive people to be physically active. Key words Physical activity, active living, open spaces, Groningen Reverences Borgers, J., Thibaut, E., Van der Meerschen, H., Van Reusel, B., Vos, S., & Scheerder, J. (2015). Sports participation styles revisited: A time-trend study in Belgium from the 1970s to the 2000s. International review for the sociology of sport, 50(1), 45-63. Bouckaert, G. (2006). Prestaties en prestatiemanagement in de publieke sector. Tijdschrift voor Economie en Management, 51(3), 237. Humpel, N., Owen, N., & Leslie, E. (2002). Environmental factors associated with adults’ participation in physical activity: a review. American journal of preventive medicine, 22(3), 188-199. Sallis, J. F., Cerin, E., Conway, T. L., Adams, M. A., Frank, L. D., Pratt, M., ... & Davey, R. (2016). Physical activity in relation to urban environments in 14 cities worldwide: a cross-sectional study. The Lancet. Tiessen-Raaporst, A. (2015). Rapportage sport 2014. The Hague, SCP.
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