Lessons learned from eClass: Assessing automated capture and access in the classroom
ACM Transactions on Computer-Human Interaction (TOCHI)
eCell: spatial IT design for group collaboration in school environments
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Celebratory technology: new directions for food research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MAHI: investigation of social scaffolding for reflective thinking in diabetes management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CareLog: a selective archiving tool for behavior management in schools
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EatWell: sharing nutrition-related memories in a low-income community
Proceedings of the 2008 ACM conference on Computer supported cooperative work
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
The Birth of Elinor: A Collaborative Development of a Game Based System for Stroke Rehabilitation
VIZ '09 Proceedings of the 2009 Second International Conference in Visualisation
Bringing technology into school: NFC-enabled school attendance supervision
Proceedings of the 8th International Conference on Mobile and Ubiquitous Multimedia
Telling the whole story: anticipation, inspiration and reputation in a field deployment of TellTable
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Characteristics of shared health reflections in a local community
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring affective technologies for the classroom with the subtle stone
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
vSked: evaluation of a system to support classroom activities for children with autism
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing persuasion: health technology for low-income African American communities
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Acceptable Use of Technology in Schools: Risks, Policies, and Promises
IEEE Pervasive Computing
Virtual hooping: teaching a phone about hula-hooping for fitness, fun and rehabilitation
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Proceedings of the 12th ACM international conference on Ubiquitous computing
Designing wellness interventions and applications
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
Developing adaptive exergames for adolescent children
Proceedings of the 11th International Conference on Interaction Design and Children
Pervasive'12 Proceedings of the 10th international conference on Pervasive Computing
Prosthetic memory: object memories and security for children
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
iFitQuest: a school based study of a mobile location-aware exergame for adolescents
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Wellness interventions and HCI: theory, practice, and technology
ACM SIGHIT Record
Especially social: Exploring the use of an iOS application in special needs classrooms
Computers & Education
Understanding exergame users' physical activity, motivation and behavior over time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
iSpine: a motion-sensing edutainment system for improving children's spinal health
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Scatter!: a mobile non-parallel multiplayer exertion game
Proceedings of the 12th International Conference on Interaction Design and Children
Design strategies for youth-focused pervasive social health games
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Designing for spectators and coaches: social support in pervasive health games for youth
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Hi-index | 0.00 |
With rising concerns about obesity and sedentary lifestyles in youth, there has been an increasing interest in understanding how pervasive and ubiquitous computing technologies can catalyze positive health behaviors in children and teens. School-based interventions seem like a natural choice, and ubiquitous computing technologies hold much promise for these interventions. Yet the literature contains little guidance for how to approach school-based ubicomp deployments. Grounded in our analysis of a large-scale US school-based intervention for promoting youth physical activity, we present an approach to the design and evaluation of school-based ubicomp that treats the school as a social institution. We show how the school regulates students' daily lives, drawing from work in the sociology of schools to create a framing for planning, executing and analyzing school-based ubicomp deployments. These insights will assist other researchers and designers engaging in deployments of ubiquitous computing systems in settings with established institutional structures.