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Catering for Students' Well-being during COVID-19 Social Distancing: A Case Study from a University Campus
2nd ACM Conference on Information Technology for Social Good, GoodIT 2022 ; : 146-153, 2022.
Article in English | Scopus | ID: covidwho-2053347
ABSTRACT
COVID-19 gave rise to discussions around designing for life during the pandemic, in particular related to health, leisure and education. In 2020, an online survey aimed at university students (N=225) pointed the authors to various challenges related to well-being in terms of studying, socializing, community, and safety during the COVID-19 pandemic. These results shaped the crowdsensing-enabled service design of a mobile application, Tecnico GO!, aimed at supporting students' well-being. Considering the constant changing context caused by the pandemic, we present a study conducted during the academic year 2021-2022 and if/how the App's features continue to respond to student's needs. The evaluation of the App focused on 12 semi-structured interviews and think-aloud protocols. Findings cluster around three themes a) Supporting the study experience;b) Building a sense of community;c) Improving gamification for better participation. Discussion elaborates on the student's perceptions around well-being during pandemics. Students' insights of the App are overall positive and highlight that crowdsensing-enabled design does contribute to learning, community and safety, but the gamification as currently deployed does not. © 2022 ACM.
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Full text: Available Collection: Databases of international organizations Database: Scopus Type of study: Case report Language: English Journal: 2nd ACM Conference on Information Technology for Social Good, GoodIT 2022 Year: 2022 Document Type: Article

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Full text: Available Collection: Databases of international organizations Database: Scopus Type of study: Case report Language: English Journal: 2nd ACM Conference on Information Technology for Social Good, GoodIT 2022 Year: 2022 Document Type: Article