Please use this identifier to cite or link to this item:
https://hdl.handle.net/20.500.14279/26990
DC Field | Value | Language |
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dc.contributor.author | Nicolaidou, Iolie | - |
dc.date.accessioned | 2022-11-01T09:45:51Z | - |
dc.date.available | 2022-11-01T09:45:51Z | - |
dc.date.issued | 2022-10-27 | - |
dc.identifier.citation | 21st European Conference on e-Learning, 27-28 october, 2022, Brighton, United kingdom | en_US |
dc.identifier.uri | https://hdl.handle.net/20.500.14279/26990 | - |
dc.description.abstract | COVID-19 related games have recently been developed to combat misinformation and raise awareness of COVID19 protocols. COVID-19 related games or gamified apps were designed using top-down approaches (from company to players). The COVID-19 pandemic highlighted challenges in their uptake and usage. Strategies such as co-design may be leveraged to address these challenges, particularly for developing new technologies. This in-progress, exploratory mixedmethods study aimed to engage university students in designing gamified applications to address their needs amidst and post-pandemic. Its first step was to empower students to think of design ideas. The study's research questions were: What are students’ goals for designing pandemic-related gamified apps? To what extent do students make use of gamification techniques in their design? A convenience sample of 20 third/fourth-year undergraduates expressed their ideas individually, in an online class, at a time of university closures (May 2021). A second sample of 37 first-year undergraduates engaged in the same activity in a face-to-face class (December 2021). The data were analyzed using a qualitative data analysis software. Thematic analysis was used, data were coded, and themes and sub-themes emerged. Qualitative analysis of all 57 students’ responses revealed two main themes expressed by students as a goal for their app: a) increasing pandemic awareness and following hygiene protocols (24/57, 42.1%) and b) building resilience through different ways to cope with the pandemic, including physical exercise, social interaction, entertainment and education (31/57, 54.4%). Students maintained similar design goals for proposed apps despite increasingly less strict public-health measures from May to December 2021. The majority of students (52.6%, 30/57) used one to three gamification techniques, while 38.6% of them (22/57) did not use any. Third/fourth-year students used significantly more (t55=4.65, p=0.000) gamification techniques (M=2.35, SD=1.31) compared to first-year students (M=0.81, SD=1.13). The first stage of this study showed value in involving students in the design of interventions that targeted themselves and revealed the need for training students who lack a design background in identifying relevant gamification techniques. Future research will aim to materialize students’ suggested design ideas into design prototypes by involving them in the process through interdisciplinary collaborations. | en_US |
dc.format | en_US | |
dc.language.iso | en | en_US |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | COVID-19 pandemic | en_US |
dc.subject | app design | en_US |
dc.subject | gamification | en_US |
dc.subject | design for social impact, | en_US |
dc.subject | gamified apps | en_US |
dc.title | Empowering Students to Engage in the Design of COVID-19 Related Gamified Applications | en_US |
dc.type | Conference Papers | en_US |
dc.collaboration | Cyprus University of Technology | en_US |
dc.subject.category | Media and Communications | en_US |
dc.country | Cyprus | en_US |
dc.subject.field | Social Sciences | en_US |
dc.relation.conference | European Conference on e-Learning | en_US |
cut.common.academicyear | 2021-2022 | en_US |
item.openairecristype | http://purl.org/coar/resource_type/c_c94f | - |
item.openairetype | conferenceObject | - |
item.cerifentitytype | Publications | - |
item.grantfulltext | open | - |
item.languageiso639-1 | en | - |
item.fulltext | With Fulltext | - |
crisitem.author.dept | Department of Communication and Internet Studies | - |
crisitem.author.faculty | Faculty of Communication and Media Studies | - |
crisitem.author.orcid | 0000-0002-8267-0328 | - |
crisitem.author.parentorg | Faculty of Communication and Media Studies | - |
Appears in Collections: | Δημοσιεύσεις σε συνέδρια /Conference papers or poster or presentation |
Files in This Item:
File | Description | Size | Format | |
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Nicolaidou2022Empowering.pdf | 1.02 MB | Adobe PDF | View/Open |
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