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Usability of the PAL Objectives Dashboard for Children's Diabetes Self-Management Education

Published: 10 January 2019 Publication History

Abstract

Children will only benefit from educational technologies and e-coaches when they understand the long-term consequences and are (intrinsically) motivated to use these support systems. This paper presents an Objective Dashboard that integrates educational achievements, goals and tasks with gamification features (such as challenges, scores and rewards) to advance the interests and engagements of children with type 1 diabetes when using the Personal Assistant for a healthy Lifestyle (PAL) system. By linking in-app activities (e.g., play a quiz or keep a diary) to relevant educational achievements, and to skills and knowledge required in daily life, we aim to increase intrinsic motivation and thereby usage. We designed a dashboard displaying personalised achievements, learning goals and tasks in the domain of diabetes self-management education. We used common user interface design patterns such as layering, colouring, and iconic presentation to organise complex information and reinforce the relations between concepts. Subsequently, we conducted a usability evaluation with twelve children, on the basis of which we refined our design. We found that, colouring and layering were to some extent effective, however, iconic representations were insufficient. Therefore, we recommend to provide short, descriptive labels at any time.

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Cited By

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  • (2024)Goal Ontology for Personalized Learning and Its Implementation in Child's Health Self-Management SupportIEEE Transactions on Learning Technologies10.1109/TLT.2023.332689217(903-918)Online publication date: 2024
  • (2022)A Comprehensive Analysis of Healthcare Websites Usability Features, Testing Techniques and IssuesIEEE Access10.1109/ACCESS.2022.319337810(97701-97718)Online publication date: 2022
  • (2022)Gamification and Usability in Educational Contexts: A Systematic ReviewTelematics and Computing10.1007/978-3-031-18082-8_24(374-384)Online publication date: 30-Oct-2022
  • Show More Cited By

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cover image ACM Other conferences
ICSLT '19: Proceedings of the 5th International Conference on e-Society, e-Learning and e-Technologies
January 2019
132 pages
ISBN:9781450362351
DOI:10.1145/3312714
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 10 January 2019

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Author Tags

  1. Healthcare
  2. education
  3. gamification
  4. learning goal
  5. personalization

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Cited By

View all
  • (2024)Goal Ontology for Personalized Learning and Its Implementation in Child's Health Self-Management SupportIEEE Transactions on Learning Technologies10.1109/TLT.2023.332689217(903-918)Online publication date: 2024
  • (2022)A Comprehensive Analysis of Healthcare Websites Usability Features, Testing Techniques and IssuesIEEE Access10.1109/ACCESS.2022.319337810(97701-97718)Online publication date: 2022
  • (2022)Gamification and Usability in Educational Contexts: A Systematic ReviewTelematics and Computing10.1007/978-3-031-18082-8_24(374-384)Online publication date: 30-Oct-2022
  • (2021)“Taking care of myself as long as I can”: How People with Dementia Configure Self-Management SystemsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445225(1-14)Online publication date: 6-May-2021

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