Nicolaidou Iolie, Aristeidis Loizos, Lambrinos Lambros
Emerging Technologies for Learning, Department of Communication and Internet Studies, Cyprus University of Technology, Limassol, Cyprus.
Convertico Media/Department of Communication and Internet Studies, Cyprus University of Technology, Limassol, Cyprus.
Digit Health. 2022 Jun 21;8:20552076221109059. doi: 10.1177/20552076221109059. eCollection 2022 Jan-Dec.
Resilience, a person's mental ability to deal with challenging situations adaptively, is an important life skill. Supporting students in building psychological resilience and coping during crises (with the COVID-19 pandemic being a prime example) is crucial. Very few mobile applications (apps) for mental health explicitly report behavioral change techniques. Moreover, only a handful of the apps that support resilience are gamified, or use smartphone sensors readily available in modern smartphones for health self-management, or were designed for use by a nonclinical population. This study describes the design of a prototype for a gamified, theory-based mobile app that utilizes the Internet of Things to provide personalized data and enhance undergraduate students' resilience. A total of 74 participants evaluated the prototype and completed an online questionnaire during the COVID-19 lockdowns. The questionnaire included questions examining the design's feasibility for supporting resilience and questions on the System Usability Scale evaluating its usability. Regarding the evaluation of the prototype on improving psychological resilience, positive responses ( = 3.76 out of 5, SD = 0.82) were received for all functions (goal setting for studying, socializing and physical exercise, progress monitoring using sensors or self-reporting, reflection, motivational badges). The System Usability Scale returned an evaluation score of 72.9, indicating a satisfactory degree of usability. The resilience app is a promising proof of concept. Combining Internet of Things capabilities with active user interaction while incorporating behavior change techniques in a gamified environment was well accepted by students. Implications for the design of gamified environments for well-being are drawn. Future research will empirically validate its design using quasi-experimental methods.
心理韧性是指一个人以适应性方式应对具有挑战性情况的心理能力,是一项重要的生活技能。在危机期间(以新冠疫情为例)支持学生建立心理韧性并进行应对至关重要。很少有心理健康方面的移动应用程序明确报告行为改变技术。此外,支持心理韧性的应用程序中,只有少数采用了游戏化设计,或使用现代智能手机中现成的传感器进行健康自我管理,或专为非临床人群设计。本研究描述了一款基于理论的游戏化移动应用程序原型的设计,该应用程序利用物联网提供个性化数据并增强本科生的心理韧性。在新冠疫情封锁期间,共有74名参与者对该原型进行了评估并完成了一份在线问卷。问卷包括考察该设计支持心理韧性的可行性的问题,以及关于系统可用性量表以评估其可用性的问题。关于该原型在改善心理韧性方面的评估,所有功能(学习、社交和体育锻炼的目标设定,使用传感器或自我报告进行进度监测、反思、激励徽章)均得到了积极反馈(5分制中平均分为3.76,标准差为0.82)。系统可用性量表的评估得分为72.9,表明可用性程度令人满意。这款心理韧性应用程序是一个很有前景的概念验证。将物联网功能与积极的用户互动相结合,同时在游戏化环境中融入行为改变技术,受到了学生们的广泛接受。由此得出了关于设计促进幸福感的游戏化环境的启示。未来的研究将使用准实验方法对其设计进行实证验证。