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The application of persuasive technology to educational settings

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TLDR
In this article, the authors present a mainly theoretical consideration of how persuasive technology could be used in educational contexts, particularly in school settings, and propose four design principles for the use of persuasive technology in instructional design, including credibility and Kairos.
Abstract
Persuasive technology is a sub-discipline of Human–Computer Interaction that has emerged within the last 10 years, and which has generated increasing interest in the application of persuasion to systems design. Most applications have to date been developed in commercial contexts, as well in the domain of health promotion. We present a mainly theoretical consideration of how persuasive technology could be used in educational contexts, particularly in school settings. We consider how persuasive technology design may need to be modified to meet the needs of complex educational settings. We propose four design principles for the use of persuasive technology in instructional design, including credibility and Kairos. We derive these from theoretical considerations, as well as from our experience with the HANDS project, which has developed a mobile persuasive application for positive behaviour change in young people with Autistic Spectrum Disorders. We conclude that persuasive technology has the potential to be used effectively to bring about positive behavior and attitude change in school settings.

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Technology-Aided Interventions and Instruction for Adolescents with Autism Spectrum Disorder

TL;DR: A theoretical and conceptual framework is proposed for examining the use of technology by and for adolescents with ASD in school, home, and community settings and this framework is used to describe the research literature on efficacy of intervention and instruction that utilizes technology.
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Digital health behavior change technology: Bibliometric and scoping review of two decades of research

TL;DR: An overview of the research area around the design and development of digital technologies for health behavior change and to explore trends and patterns is provided, showing a clear and emerging trend after 2001 in technology-based behavior change.
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The Therapeutic Alliance in Digital Mental Health Interventions for Serious Mental Illnesses: Narrative Review

TL;DR: It is indicated that a therapeutic alliance can be cultivated in digital interventions for those with serious mental illnesses, but that it may have unique, yet-to-be-confirmed characteristics in digital contexts.
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Collaborative virtual reality based advanced cardiac life support training simulator using virtual reality principles

TL;DR: The results indicate that the VR-based ACLs training with proper feedback components can provide a learning experience similar to face-to-face training, and therefore could serve as a more easily accessed supplementary training tool to the traditional ACLS training.
References
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Toward the next generation of recommender systems: a survey of the state-of-the-art and possible extensions

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Persuasive Technology: Using Computers to Change What We Think and Do

B. J. Fogg
TL;DR: Mother Nature knows best--How engineered organizations of the future will resemble natural-born systems.
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Dual-process theories in social psychology

TL;DR: A comprehensive review of dual-process models of social information processing can be found in this article, where the authors discuss the relationships between different sets of processing modes, the factors that determine their utilization, and how they work in combination to affect responses to social information.