Effective, evidence-based, and interesting methods are needed for children's health promotion. Digital games can be such a method, but there is need for a summary of the evidence on the effectiveness of digital games in promoting children's health. The aim of this review of reviews was to evaluate the quality of systematic reviews, to summarize the evidence in systematic reviews and reviews related to the effectiveness of digital games in children's health promotion, and to identify gaps in knowledge. A systematic literature search was conducted in May-August 2013 from relevant databases, and 1178 references were found. In total, 15 systematic reviews and reviews met the inclusion criteria. Most of the systematic reviews were found to be medium quality on the AMSTAR checklist. Most commonly, systematic reviews and reviews evaluated active videogames. According to the results, evidence of the highest level and quality seems to support an increase in physical activity to light to moderate levels and energy expenditure, especially when playing active videogames that require both upper and lower body movements. In addition, sedentary games were shown to have potential in children's health education, especially in supporting changes in asthma- and diabetes-related behavior and in dietary habits. However, there are still several gaps in the knowledge. There is a need for further high-quality systematic reviews and research in the field of health games.
In this paper, we introduce the DebtFlag tool for capturing, tracking and resolving technical debt in software projects. DebtFlag integrates into the development environment and provides developers with lightweight documentation tools to capture technical debt and link them to corresponding parts in the implementation. During continued development these links are used to create propagation paths for the documented debt. This allows for an up-to-date and accurate presentation of technical debt to be upheld, which enables developer conducted implementation-level micromanagement as well as higher level technical debt management.
Context: Contemporary software development is typically conducted in dynamic, resource-scarce environments that are prone to the accumulation of technical debt. While this general phenomenon is acknowledged, what remains unknown is how technical debt specifically manifests in and affects software processes, and how the software development techniques employed accommodate or mitigate the presence of this debt. Objectives: We sought to draw on practitioner insights and experiences in order to classify the effects of agile method use on technical debt management, given the popularity and perceived success of agile methods. We explore the breadth of practitioners' knowledge about technical debt; how technical debt is manifested across the software process; and the perceived effects of common agile software development practices and processes on technical debt. In doing so, we address a research gap in technical debt knowledge and provide novel and actionable managerial recommendations. Method: We designed, tested and executed a multi-national survey questionnaire to address our objectives, receiving 184 responses from practitioners in Brazil, Finland, and New Zealand. Results: Our findings indicate that: 1) Practitioners are aware of technical debt, although, there was under utilization of the concept, 2) Technical debt commonly resides in legacy systems, however, concrete instances of technical debt are hard to conceptualize which makes it problematic to manage, 3) Queried agile practices and processes help to reduce technical debt; in particular, techniques that verify and maintain the structure and clarity of implemented artifacts (e.g., Coding standards and Refactoring) positively affect technical debt management. Conclusions: The fact that technical debt instances tend to have characteristics in common means that a systematic approach to its management is feasible. However, notwithstanding the positive effects of some agile practices on technical debt management, competing stakeholders' interests remain a concern.
BackgroundSelf-quantification of health parameters is becoming more popular; thus, the validity of the devices requires assessments. The aim of this study was to evaluate the validity of Fitbit One step counts (Fitbit Inc., San Francisco, CA, USA) against Actigraph wActisleep-BT step counts (ActiGraph, LLC, Pensacola, FL, USA) for measuring habitual physical activity among children.DesignThe study was implemented as a cross-sectional experimental design in which participants carried two waist-worn activity monitors for five consecutive days.MethodsThe participants were chosen with a purposive sampling from three fourth grade classes (9–10 year olds) in two comprehensive schools. Altogether, there were 34 participants in the study. From these, eight participants were excluded from the analysis due to erroneous data. Primary outcome measures for step counts were Fitbit One and Actigraph wActisleep-BT. The supporting outcome measures were based on activity diaries and initial information sheets. Classical Bland–Altman plots were used for reporting the results.ResultsThe average per-participant daily difference between the step counts from the two devices was 1937. The range was [116, 5052]. Fitbit One gave higher step counts for all but the least active participant. According to a Bland–Altman plot, the hourly step counts had a relative large mean bias across participants (161 step counts). The differences were partially explained by activity intensity: higher intensity denoted higher differences, and light intensity denoted lower differences.ConclusionsFitbit One step counts are comparable to Actigraph step counts in a sample of 9–10-year-old children engaged in habitual physical activity in sedentary and light physical activity intensities. However, in moderate-to-vigorous physical activity, Fitbit One gives higher step counts when compared to Actigraph.
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