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.
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Ma, S., Ferreira, M., Nicolau, H., Prandi, C., Esteves, A., Nunes, N. J., & Nisi, V. (2022). Catering for Students’ Well-being during COVID-19 Social Distancing: A Case Study from a University Campus. In ACM International Conference Proceeding Series (pp. 146–153). Association for Computing Machinery. https://doi.org/10.1145/3524458.3547261
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