The Internet and computers increasingly determine our daily lives. This goes for almost everyone in the Netherlands. Still, it is mostly teenagers who are well informed on how to use all the possibilities of new technologies. They are building a digital world of their own that parents usually know very little about. This booklet intends to inform teachers, parents and other interested parties on what teenagers are actually doing online and how important it is to keep abreast of the new developments that the Internet and computers bring into their world. On the basis of research into these issues in the Netherlands and abroad we attempt to indicate what the digital world of teenagers looks like and how it differs from that of grown-ups. What do they do, exactly, and why? We also look into teenagers’ ICT behaviour and into dangers and abuse of the Internet. Moreover we provide tips for parents and teachers on how to handle certain phenomena. This book does not pretend to provide an exhaustive overview of the digital world of teenagers. It is focused on some important characteristics and parts of that world. It reports on research of the INHOLLAND Centre for eLearning into various aspects of ICT behaviour among teenagers. The research was undertaken in the spring of 2006, focusing mainly on texting, networking, gaming, dangers and abuse on the Internet and the digital relation between school and the home. Ultimately we are especially concerned with the question of what teenagers really learn in their digital world, and how education can profit. This book also addresses that issue.
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Physical Education (PE) is beneficial for students’ mental and physical health, however, teenagers are increasingly becoming less motivated to actively participate in the current form of PE. Motivational studies show that collective physical activity augmented by playful interactions could encourage more participation and social engagement in physical activities (PA). In this paper, we present a within-subject field study with 20 teenagers formed into five groups sized equally. The study is conducted using Shuttlezap, a prototype that provides realtime playful audio augmentation to the process of the activity. Results show that the teenagers enjoyed playful audio augmentation and were socially engaged with an enhancement of their perception of competence. By further comparing the conditions between with and without the audio augmentation, we found that the playful audio augmentation positively contributed to the playfulness in terms of perceived relaxation and expression. We conclude with design implications for social play in the context of PE for teenagers.
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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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Young people spend a large part of their day sedentary, both at school and at home. The aim of the PlayFit project is to persuade teenagers to lead a more active lifestyle by using digital as well as non-digital games and play. In this position paper, we describe in detail the three key principles of our vision concerning the design of game-based interventions for stimulating physical activity: playful persuasion, ambient action and play profiles. In our vision teenagers take part in playful activities and games throughout the day. In these activities, casual action is inherent to the fun experience, thus reducing teenagers' sedentary behavior. Relevant information about their activities and preferences is stored in a personal play profile, which affects the games they play and through which they can communicate to their peers. We illustrate this vision by means of several innovative game concepts.
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There is an urgent need to curb emissions and mitigate climate change, and this fight requires a change in teenagers’ attitudes. In search of new approaches targeting youth, online games are seen as a promising tool for communication and education. Using the serious game 2020 Energy as a case study, the main objective of this paper is to examine the influence of the game on Spanish and American teenagers’ attitudes (N = 108), employing a pretest-posttest design with an experimental condition (playing the game) and a control condition (not playing the game). Results show that there have not been statistically significant differences after playing the game, although when looking closer at each factor, some positive consequences can be found.
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From the onset of the Corona crisis, a specific policy challenge was identified in the Netherlands: How to motivate young people to adhere to the behavioral measures, such as physical distancing? Young people have an important role to play in stopping the virus from spreading, but they may be more difficult to reach and less motivated and able to adhere to the guidelines than adults. Mid-March, Moniek Buijzen was invited to consult the behavioral unit of the Dutch national health institute (RIVM) on communication and behavioral change among youth. She immediately called together the Dutch Young Consumer Network, which consists of scholars with expertise in communication directed at children and adolescents. Over the months, our network has been approached by policymakers, campaign developers, and journalists and engaged in a wide variety of advice activities. Even though the crisis is not over yet, we would like to share the collaborative approach that we took to harness our expertise and, most importantly, the specific tool that we used to share it.
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Wetenschappelijk artikel over de toegankelijkheid van het opvoedprogramma Triple P Tieners en de motivatie van ouders om deel te nemen. De resultaten van 50 half-gestructureerde interviews laten zien dat ondanks verschillende redenen voor deelname en wijze van aanmelding, deelgenomen ouders de bijeenkomsten en de cursusleiding waarderen. Wel zijn ze kritisch over de groepssamenstelling. Die is vaak onevenwichtig door verschil in leeftijd van tieners en zwaarte van de gedrags- en opvoedproblematiek die ouders inbrengen.
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There has been a significant rise in the usage of e-cigarettes, commonly referred to as "vaping," among young individuals in recent years. This trend has raised alarm among parents, policymakers, and the healthcare industry. This research was conducted to better understand the motivations behind young people's use of e-cigarettes and to aid in the development of an effective media campaign to discourage this unhealthy behavior.
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