Diet was known for many years to play a key role as a risk factor for chronic diseases especially for elderly. The capability to interact effectively on health information application among elderly is becoming essential. Mobile technology can monitor diet and lifestyle of the elderly. We developed Nutrihealth application that comprises information on Body Mass Index (BMI), suggested menus, and calories intake. Persuasive techniques were implemented in the design of Nutrihealth mobile apps, to increase user engagement and behaviour change in healthy diet. The work starts with an initial study to select suitable persuasive techniques for elderly. The aim of this work is to evaluate the mobile application that implements a persuasive design. A technology acceptance model named Unified Theory of Acceptance and Use of Technology (UTAUT) has been used in the evaluation phase. Nine (9) elderly participants take part in the in-depth usage study in which they were asked to use the mobile apps for 3-days. The findings show majority of participants (90%) gave positive opinion on the design of the persuasive mobile apps. There is also an improvement in their calories intake during the 3-days study.
Electronic learning or E-learning is currently flourishing immensely in areas such as secondary and tertiary education, lifelong learning programs and adult education. Within recent years, massive open online courses (MOOCs) have received profound attention within the field of E-learning.Persuasive principles can be implemented to enhance the system design and motivate students to engage with the system. The aim of this study is to identify students' motivation and learning strategies that affect their academic performance in using MOOCs among tertiary education students. 40 students enrolled in the Ethnic Relations course participated in the online survey. Motivated Strategies for Learning Questionnaire (MSLQ) is the instrument used in this study while Automatic Linear Modelling (ALM) and Multiple Linear Regression (MLR) were used in the analysis. The result shows that there is a correlation between students' motivation, learning strategies and their academic performance. It is found that resource management, cognitive and metacognitive and value component are the main scales that influenced their motivation and learning strategies towards excellent academic performance. The results can be used to fulfil the first phase of designing a persuasive system based on the Persuasive System Design (PSD) model which is to understand the issues behind a system.
An effective Learning Management System (LMS) is an essential factor that can increase e-learning persuasiveness. One of the components that need to be addressed to design an effective LMS is design interfaces. Instead of developing a new LMS that requires a high cost, evaluating and improving the existing LMS is the best option. Issues like low completion rates and procrastination are common issues related to e-learning usage. These issues can be solved if academic institutions provide a proper LMS for students to change their learning behaviors positively. Many previous studies claimed they managed to implement persuasive technology into e-learning platforms to encourage positive learning behaviors. However, the claims can be questionable if the persuasive e-learning systems are not gone through a proper evaluation phase. This study will use the heuristic evaluation method to assess the persuasiveness level of LMS interfaces. The persuasive Systems Design Model (PSD), on the other hand, is used to evaluate persuasive strategies in LMS. The assessment involves students' perspectives as the primary users to identify potentially behavior change factors, especially on engagement. Thus, the objectives of this study are i) to investigate the persuasiveness of LMS interfaces and ii) to identify persuasive strategies in the LMS design. Apart from that, this study also produces a) recommendations on design examples to increase the persuasiveness of LMS interfaces and b) the mapping of LMS interfaces to PSD framework that can be utilized by higher learning institutions.
Learning has become a platform for students to gain and expand their knowledge through mobile applications or web-based systems. Even though e-learning systems usually aim to facilitate students' understanding of the subject, some fail to convey the underlying learning outcomes. These circumstances emerge as most e-learning methods or tools fail to attract students to engage in their studies continuously. Therefore, to overcome the problem, the Persuasive Learning Objects and Technologies (PLOT) model comprises persuasive design elements for online learning, is developed. A web-based statistical analysis assistant system called TemanKajianKu (Study Buddy) has been developed based on PLOT elements to assist students in identifying the correct approach to conduct and analyze their experiment. This paper aims to evaluate users' experience and examine the effectiveness of the persuasive design elements of the system. Ten participants were involved in interviews using the Think-Aloud protocol method. The study results showed that most participants conveyed positive opinions by giving good feedback on the system design. Most also stated that the system could help them make decisions by utilizing persuasive elements such as reduction, social signal, tunnelling, tailoring, and selfmonitoring. This concludes that the Persuasive Learning Tool is effective in helping develop an e-learning application or webbased system that helps students in decision-making concerning their studies.
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