Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/15800
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dc.contributor.authorIolie Nicolaidou-
dc.contributor.authorTozzi, Federica-
dc.contributor.authorKindynis, Philippos-
dc.contributor.authorPanayiotou, Marinos-
dc.contributor.authorAntoniades, Athos-
dc.date.accessioned2020-02-13T15:17:06Z-
dc.date.available2020-02-13T15:17:06Z-
dc.date.issued2019-07-01-
dc.identifier.citationItalian Journal of Educational Technology, 2019, vol.27, no.2, pp. 105-120en_US
dc.identifier.issn25324632-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/15800-
dc.description.abstractChildren generally have difficulty managing stress. As a result, stress may escalate to anxiety. Informal-learning, stress prevention interventions that are easily accessible on mobile devices could be one way for children to learn how to manage stress before it reaches the levels of anxiety. There are less than a handful of stress management apps targeting children presently available and these do not combine gamification techniques with behavior change theory. This study describes the design and development of a gamified interactive storytelling mobile app to teach young children how to manage stress through relaxation exercises. It evaluates the app’s usability using learning analytics data and the SUS usability scale. The gamified app called Kids’ Stress Relief received a satisfactory usability score (73.55) and was well accepted by a sample of 71 children (5-12 years old). It may have the potential to support children in learning how to perform stress relief techniques as a stand-alone application. Instructional and design implications, of interest to developers of psychology-based apps, are drawn.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofItalian Journal of Educational Technologyen_US
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.en_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectemerging technologiesen_US
dc.subjectgames for learningen_US
dc.titleDevelopment and usability of a gamified app to help children manage stress: an evaluation study.en_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationSTREMBLE Ventures Ltden_US
dc.subject.categoryEducational Sciencesen_US
dc.journalsOpen Accessen_US
dc.countryCyprusen_US
dc.subject.fieldHumanitiesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.17471/2499-4324/1050en_US
dc.relation.issue2en_US
dc.relation.volume27en_US
cut.common.academicyear2019-2020en_US
dc.identifier.spage105en_US
dc.identifier.epage120en_US
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.grantfulltextopen-
item.cerifentitytypePublications-
item.fulltextWith Fulltext-
item.languageiso639-1en-
item.openairetypearticle-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-8267-0328-
crisitem.author.parentorgFaculty of Communication and Media Studies-
crisitem.journal.journalissn2532-7720-
crisitem.journal.publisherConsiglio Nazionale delle Ricerche-
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