2018
DOI: 10.1007/s11332-017-0424-z
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A wearable-enhanced fitness program for older adults, combining fitness trackers and gamification elements: the pilot study fMOOC@Home

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Cited by 27 publications
(17 citation statements)
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“…In one sample of college-aged adults, WFTs were associated with increased PA 15 whereas in 2 other samples, they were associated with small, nonsignificant increases in step count, 12 and increases in sedentary time. 16 In adults, however, WFTs were associated with increases in both self-reported PA 17,18 and objectively measured PA. 19 -23 Two studies showed PA increased only in individuals not already meeting PA recommendations, 17,21 indicating perhaps that WFTs are most effective in sedentary or under active adults.…”
Section: Resultsmentioning
confidence: 95%
“…In one sample of college-aged adults, WFTs were associated with increased PA 15 whereas in 2 other samples, they were associated with small, nonsignificant increases in step count, 12 and increases in sedentary time. 16 In adults, however, WFTs were associated with increases in both self-reported PA 17,18 and objectively measured PA. 19 -23 Two studies showed PA increased only in individuals not already meeting PA recommendations, 17,21 indicating perhaps that WFTs are most effective in sedentary or under active adults.…”
Section: Resultsmentioning
confidence: 95%
“…Independence & secure living [22, 23, 25, 27, 29, 31-40, 42, 45-47, 49, 50, 51] [ 22-30, 32-40, 45-51] Wearable device 11 Movement recognition 6 [23,24,28,31,36,41,43,44,48,51,52] [ 29,31,36,42,51,52] Activity tracker 3 Algorithm 3 [25,29,47] [ 33,43,44] Non-wearable device 2 Location tracking 2 [42,52] [ 28,41] The sum of n per category could exceed or not reach 31 as papers can be classified in multiple sub-categories or none if the item was not reported.…”
Section: Daily Functioningmentioning
confidence: 99%
“…Consequently, the first examples of gamified MOOCs can be found from 2014 onwards, since then, the game elements most implemented have been PBL (Points, Badges and Leader boards), which do not require in-depth usability studies due to their simplicity in design. However, by digging into the literature, we found two examples of usability studies of game elements applied in MOOCs: [20] and [21].…”
Section: Usability Studies In the Field Of Gamification Of Moocsmentioning
confidence: 99%
“…In these two examples, methods like the eye tracking and the RTA are not applied. More specifically, [20] presents, among others, the results of a usability study of their application, performed by means of: SUS (system usability scale) and UEQ (user evaluation questionnaire). While [21], uses only an assessment tool, the Nielsen questionnaire, composed of 51 Likert-scale items [21].…”
Section: Usability Studies In the Field Of Gamification Of Moocsmentioning
confidence: 99%
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