by Mareike Gabele, Andrea Thoms, Simon Schröer, Steffi Hu\textbackslashs slein, Christian Hansen
Abstract:
Software-based training supports maintenance or recovery of cognitive abilities. However, regular use needs a high self-motivation. For this, the individual needs of users should be taken into account during the development process. Thus, in this work, two possibilities for tailoring in combination of application, and media devices in practice are investigated in an explorative between-subject design and hypothesis-generating study (N = 68). First, the effect of a browser-based training without gamification or with assignment of gamification appropriate to mean user characteristic on training duration is investigated. Second, the effect of this training and a subsequent serious game app on perception and possible combinations of different media is investigated. The results of behavior lead to the hypothesis that with tailored gamification in browsers, users may train longer in the middle range of training duration. The results of perception show a significant difference and higher perceived value/usefulness and overall rating, as well as the assumption of a higher effect in computer and mobile training in the group with tailored gamification. This could therefore provide a basis for combinations. A combination of both usage scenarios is perceived by users as most reasonable for a positive training effect. Nevertheless, there is a high variance for self-assessed usage. Thus, the results support developing multiple combinable scenarios, tailored to the user, in media devices and game integration to address intended effects, development and user needs to support the effect of cognitive software training in practice.
Reference:
Effects and Combination of Tailored Browser-Based and Mobile Cognitive Software Training (Mareike Gabele, Andrea Thoms, Simon Schröer, Steffi Hu\textbackslashs slein, Christian Hansen), In Proceedings of International Conference on Multimedia Modeling (MMM) (Björn Þór Jónsson, Cathal Gurrin, Minh-Triet Tran, Duc-Tien Dang-Nguyen, Anita Min-Chun Hu, Binh Huynh Thi Thanh, Benoit Huet, eds.), Springer International Publishing, 2022.
Bibtex Entry:
@inproceedings{gabele_effects_2022,
address = {Quy Nhon, Vietnam},
title = {Effects and {Combination} of {Tailored} {Browser}-{Based} and {Mobile} {Cognitive} {Software} {Training}},
isbn = {978-3-030-98355-0},
abstract = {Software-based training supports maintenance or recovery of cognitive abilities. However, regular use needs a high self-motivation. For this, the individual needs of users should be taken into account during the development process. Thus, in this work, two possibilities for tailoring in combination of application, and media devices in practice are investigated in an explorative between-subject design and hypothesis-generating study (N = 68). First, the effect of a browser-based training without gamification or with assignment of gamification appropriate to mean user characteristic on training duration is investigated. Second, the effect of this training and a subsequent serious game app on perception and possible combinations of different media is investigated. The results of behavior lead to the hypothesis that with tailored gamification in browsers, users may train longer in the middle range of training duration. The results of perception show a significant difference and higher perceived value/usefulness and overall rating, as well as the assumption of a higher effect in computer and mobile training in the group with tailored gamification. This could therefore provide a basis for combinations. A combination of both usage scenarios is perceived by users as most reasonable for a positive training effect. Nevertheless, there is a high variance for self-assessed usage. Thus, the results support developing multiple combinable scenarios, tailored to the user, in media devices and game integration to address intended effects, development and user needs to support the effect of cognitive software training in practice.},
booktitle = {Proceedings of {International} {Conference} on {Multimedia} {Modeling} ({MMM})},
publisher = {Springer International Publishing},
author = {Gabele, Mareike and Thoms, Andrea and Schröer, Simon and Hu{\textbackslash}s slein, Steffi and Hansen, Christian},
editor = {Þór Jónsson, Björn and Gurrin, Cathal and Tran, Minh-Triet and Dang-Nguyen, Duc-Tien and Hu, Anita Min-Chun and Huynh Thi Thanh, Binh and Huet, Benoit},
year = {2022},
pages = {279--291}
}