Mobile health (mHealth) apps have great potential to improve health outcomes. Given that mHealth apps have become ubiquitous, there is limited focus on their abandonment. Data concerning crucial metrics, including reasons for adoption and discontinued use, are limited. This study aims to gain broad insights into utilization of mHealth and game-like features promoting user engagement. We conducted a cross-sectional survey of 209 mHealth users worldwide. The 17-item survey assessed sociodemographics, as well as the key motivators for mHealth uptake and discontinued use. Our findings show that sports and fitness activity tracking were the most common categories of health apps, with most users engaging with them at least several times a week. Interestingly, the most downloaded mHealth apps among younger adults include MyFitnessPal, Fitbit, Nike Run Club, and Samsung Health. Critical drivers of abandonment of mHealth apps were amotivation, loss of interest, and experimenting with different apps to identify the most suitable tool. Additionally, the financial cost of mHealth apps is crucial, with most participants advocating for free or more affordable apps. The study findings suggest that while many individuals utilize mHealth, several factors drive their abandonment. Moreover, data indicate that mHealth developers need to consider gamification strategies to sustain user commitment, as well as psychological variables, such as intrinsic motivation.
9 May 2022 in Computational Intelligence and Neuroscience
Student performance is crucial to the success of tertiary institutions. Especially, academic achievement is one of the metrics used in rating top-quality universities. Despite the large volume of educational data, accurately predicting student performance becomes more challenging. The main reason for this is the limited research in various machine learning (ML) approaches. Accordingly, educators need to explore effective tools for modelling and assessing student performance while recognizing weaknesses to improve educational outcomes. The existing ML approaches and key features for predicting student performance were investigated in this work. Related studies published between 2015 and 2021 were identified through a systematic search of various online databases. Thirty-nine studies were selected and evaluated. The results showed that six ML models were mainly used: decision tree (DT), artificial neural networks (ANNs), support vector machine (SVM), K-nearest neighbor (KNN), linear regression (LinR), and Naive Bayes (NB). Our results also indicated that ANN outperformed other models and had higher accuracy levels. Furthermore, academic, demographic, internal assessment, and family/personal attributes were the most predominant input variables (e.g., predictive features) used for predicting student performance. Our analysis revealed an increasing number of research in this domain and a broad range of ML algorithms applied. At the same time, the extant body of evidence suggested that ML can be beneficial in identifying and improving various academic performance areas.
Student performance is related to complex and correlated factors. The implementation of a new advancement of technologies in educational displacement has unlimited potentials. One of these advances is the use of analytics and data mining to predict student academic accomplishment and performance. Given the existing literature, machine learning (ML) approaches such as Artificial Neural Networks (ANNs) can continuously be improved. This work examines and surveys the current literature regarding the ANN methods used in predicting students’ academic performance. This study also attempts to capture a pattern of the most used ANN techniques and algorithms. Of note, the articles reviewed mainly focused on higher education. The results indicated that ANN is always used in combination with data analysis and data mining methodologies, allowing studies to assess the effectiveness of their findings in evaluating academic achievement. No pattern was detected regarding selecting the input variables as they are mainly based on the context of the study and the availability of data. Moreover, the very limited tangible findings referred to the use of techniques in the actual context and target objective of improving student outcomes, performance, and achievement. An important recommendation of this work is to overcome the identified gap related to the only theoretical and limited application of the ANN in a real-life situation to help achieve the educational goals.
Gamification in education is a strategy of motivating and engaging students by integrating game design features into the instructional process. Although there is a growing body of scientific evidence supporting the effectiveness of gamification in the educational setting, some of the evidence is inconclusive and insufficient, especially in developing nations. The purpose of this study is to integrate the technology acceptance model and task technology fit to investigate instructors' intention to use gamified online learning. A sample of 50 participants across various African institutions was involved in this study. Structural equation modelling implemented via partial least squares (PLS) is used to test the research hypotheses. The results revealed that intention to use gamified online learning was significantly and positively influenced by task technology fit, perceived usefulness, and attitude. Notably, subjective norms, facilitating conditions, and computer anxiety failed to predict behavioural intention. The authors discuss the implications of the findings and propose future directions.
Mobile health (mHealth) apps are designed to support health behavior outcomes and improve well-being. The existing body of literature confirms mHealth’s overall efficacy in promoting physical activity; however, more research on its utility in sustaining user engagement is needed. Understanding the determinants of an individual’s willingness to continue using mHealth is vital to improving the intervention’s success. This study developed a unified model and survey instrument adapted from extant literature while introducing new constructs to predict the sustained use of gamified mHealth. A pilot study was conducted to validate the survey instrument using 48 gamified fitness app users in Malaysia. The survey instrument was tested following rigorous guidelines for quantitative research in the information system context. According to the findings, the reliabilities of most measurement items met the criterion, and those items were retained. Overall, this paper contributes by integrating social comparison theory and the self-determination theory for sustaining user engagement with gamified mHealth through an extrinsic and intrinsic motivation perspective.