Transitioning to and through University is a delicate period for students' well-being. Moreover, the recent COVID-19 pandemic added a further toll through the various challenges related to studying, socializing, community-building, and safety. These challenges inspired the design of a mobile application, called Tecnico GO!, to support university students' well-being and academic performance. This paper presents the design rationale and evaluation of the app conducted during the academic year 2021-2022. Findings cluster around three themes: i) students studying needs; ii) building a sense of community; iii) gamification strategies. The discussion elaborates on the student's perceptions of well-being during pandemics. Students' perception of the app is positive, appreciative of the crowdsensing features, supporting learning goals, community building, and safety. On the other hand, the gamification features, as currently deployed, do not achieve the expected goals.
Nisi V., Prandi C., Ma S., Ferreira M., Nicolau H., Esteves A., et al. (2023). The design of Tecnico GO!: catering for students’ well-being during the COVID-19 pandemics. MULTIMEDIA TOOLS AND APPLICATIONS, 82, 46129-46151 [10.1007/s11042-023-16320-x].
The design of Tecnico GO!: catering for students’ well-being during the COVID-19 pandemics
Prandi C.;
2023
Abstract
Transitioning to and through University is a delicate period for students' well-being. Moreover, the recent COVID-19 pandemic added a further toll through the various challenges related to studying, socializing, community-building, and safety. These challenges inspired the design of a mobile application, called Tecnico GO!, to support university students' well-being and academic performance. This paper presents the design rationale and evaluation of the app conducted during the academic year 2021-2022. Findings cluster around three themes: i) students studying needs; ii) building a sense of community; iii) gamification strategies. The discussion elaborates on the student's perceptions of well-being during pandemics. Students' perception of the app is positive, appreciative of the crowdsensing features, supporting learning goals, community building, and safety. On the other hand, the gamification features, as currently deployed, do not achieve the expected goals.File | Dimensione | Formato | |
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