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Wearable Learning for 
Healthy Ageing: 
A conceptual framework in the project 
Fitness MOOC - fMOOC 
Ilona Buchem, Agathe Merceron, Jörn Kreutel 
Beuth University of Applied Sciences Berlin 
*** 
Marten Haesner, Annika Steinert 
Research Group Geriatrics, Charité - Universitätsmedizin Berlin 
Wednesday, September 17, 14
fMOOC Project 
• Project type: Preliminary Research & Development project (Vorprojekt) - 
based on the results a large-scale project will follow-up 
• Cooperation partners: Beuth University of Applied Sciences Berlin 
(project lead, technical development) and Research Group Geriatrics, 
Charité Berlin (user studies) 
• Project goals: Test and evaluate the interaction of senior users with 
wearable technologies (armbands) in a MOOC setting (learning for 
healthy ageing) 
• Project duration: 12 months 
• Project funding: German Ministry of Research and Education (BMBF) 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
1 
Wednesday, September 17, 14
fMOOC Idea 
• Goal: Improve physical fitness and well-being 
• Learn: In a community of peers (MOOC) 
•Wearables: Armbands to track activities 
• Mobiles: Apps to analyse data and connect 
• Content: Fitness and fitness plans 
• Motivate: Explore, track progress 
• Sustain: Gamify experience 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
2 
Wednesday, September 17, 14
A possible scenario 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
3 
Jack (69) challenges his fMOOC friends to 
walk 35,000 steps in 14 days (2,500 steps 
per day). For this challenge he designs a 
walking plan around the town as a 
storytelling pathway with visual clues. 
Everyone enjoys exploring this pathway. 
Today his challenger Philip (68) has 
surpassed the daily goal and walked 2,516 
steps (day’s best). He has also shared 
pictures he took walking in the fMOOC. 
Wednesday, September 17, 14
fMOOC Architecture 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
4 
Wednesday, September 17, 14
• Creativity: Contribution to well-being, e.g. flow theory explains how 
engagement in creativite activities contributes to deep enjoyment and 
pleasure through complete absorption with the activity 
•Well-being: Can be enhanced by engaing in flow activities on the 
intellectual, physical and social levels leading to both psycho-social well-being 
and physical well-being (e.g. fitness) 
• Healthy Ageing: Therapeutic effects of creativity - the outcomes of 
engaging in creative activities in internal to the person. 
• Health: Is not a permanent state but a dynamic state of well-being 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
5 
Creativity & Well-being 
Wednesday, September 17, 14
• Definition of Health: As a dynamic state of well-being, health requires the 
person to learn how to manage this state. Health can be thus defined as a 
set of catabilities of an individual or a group. 
• Healthy living: The capability approach to health views these capabilities 
as learnable, adaptable and dependent on the context. Healthy living can 
be learned, e.g. learning how to remain fit, how to deal with stress etc. 
• Healthy Ageing: Can be defined as a process of optimising opportuntities 
for social, mental and physical health 
• Creative Learning: Positive impact on health, e.g. increased sense of 
control, social engament, sense of achievement, perception of competence 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
6 
Health & Learning 
Wednesday, September 17, 14
• Mobile devices: Are carried to a location and are used in a state of 
temporal stationarity (e.g. standing, sitting) 
•Wearable devices: Body-worn devices used when the user us moving or 
engaging in other tasks (e.g. jogging, dancing). 
•Wearable learning: Learning enhanced by wearable devices which are 
equipped with mechanisms for context awareness, activity tracking, 
monitoring and sharing of data. Wearable learning supports: 
• Contextual information 
• Contextual interaction 
• Contextual participation 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
7 
Wearable learning 
Wednesday, September 17, 14
• Flow activities: Design activities enhanced by mobile and wearable 
technologies which stimulate flow, e.g. contextual story-telling. 
• Data control: Provide mechanisms for the autonomous management of 
tracked data to enhance the sense of ownership. 
• Creative thinking: Enhance creating relations between elements and 
promote desire to learn more, explore, discover, venture etc. 
• Creative expression: Design conditions for being creative through 
expression, e.g. creating gamified experience for others. 
• Creative participation: Use person-in-environment perspective to design 
opportunities for creative engagement with the environment and others. 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
8 
fMOOC Framework 
Wednesday, September 17, 14
What is your idea - how can we enhance creative 
learning and well-being using smart armbands? 
Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 
9 
Creative ideas? 
Wednesday, September 17, 14
More Information: 
Project website (German): http://projekt.beuth-hochschule.de/fmooc 
fMOOC PROJECT TEAM: 
Prof. Dr. Ilona Buchem (Project Management & Gamification): buchem@beuth-hochschule.de 
Prof. Dr. Jörn Kreutel (Mobile Development & Integration): kreutel@beuth-hochschule.de 
Prof. Dr. Agathe Merceron (Learning Analytics & Personalisation):: merceron@beuth-hochschule.de 
Marten Haesner (User Requirements & User Study): Marten.Haesner@charite.de 
Annika Steinert (Learnig Content for Healthy Ageing): Anika.Steinert@charite.de 
Wednesday, September 17, 14

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Wearable Learning to enhance Creativity, Learning and Healthy Ageing: Conceptual Framework in the project “Fitness MOOC” (fMOOC)

  • 1. Wearable Learning for Healthy Ageing: A conceptual framework in the project Fitness MOOC - fMOOC Ilona Buchem, Agathe Merceron, Jörn Kreutel Beuth University of Applied Sciences Berlin *** Marten Haesner, Annika Steinert Research Group Geriatrics, Charité - Universitätsmedizin Berlin Wednesday, September 17, 14
  • 2. fMOOC Project • Project type: Preliminary Research & Development project (Vorprojekt) - based on the results a large-scale project will follow-up • Cooperation partners: Beuth University of Applied Sciences Berlin (project lead, technical development) and Research Group Geriatrics, Charité Berlin (user studies) • Project goals: Test and evaluate the interaction of senior users with wearable technologies (armbands) in a MOOC setting (learning for healthy ageing) • Project duration: 12 months • Project funding: German Ministry of Research and Education (BMBF) Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 1 Wednesday, September 17, 14
  • 3. fMOOC Idea • Goal: Improve physical fitness and well-being • Learn: In a community of peers (MOOC) •Wearables: Armbands to track activities • Mobiles: Apps to analyse data and connect • Content: Fitness and fitness plans • Motivate: Explore, track progress • Sustain: Gamify experience Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 2 Wednesday, September 17, 14
  • 4. A possible scenario Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 3 Jack (69) challenges his fMOOC friends to walk 35,000 steps in 14 days (2,500 steps per day). For this challenge he designs a walking plan around the town as a storytelling pathway with visual clues. Everyone enjoys exploring this pathway. Today his challenger Philip (68) has surpassed the daily goal and walked 2,516 steps (day’s best). He has also shared pictures he took walking in the fMOOC. Wednesday, September 17, 14
  • 5. fMOOC Architecture Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 4 Wednesday, September 17, 14
  • 6. • Creativity: Contribution to well-being, e.g. flow theory explains how engagement in creativite activities contributes to deep enjoyment and pleasure through complete absorption with the activity •Well-being: Can be enhanced by engaing in flow activities on the intellectual, physical and social levels leading to both psycho-social well-being and physical well-being (e.g. fitness) • Healthy Ageing: Therapeutic effects of creativity - the outcomes of engaging in creative activities in internal to the person. • Health: Is not a permanent state but a dynamic state of well-being Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 5 Creativity & Well-being Wednesday, September 17, 14
  • 7. • Definition of Health: As a dynamic state of well-being, health requires the person to learn how to manage this state. Health can be thus defined as a set of catabilities of an individual or a group. • Healthy living: The capability approach to health views these capabilities as learnable, adaptable and dependent on the context. Healthy living can be learned, e.g. learning how to remain fit, how to deal with stress etc. • Healthy Ageing: Can be defined as a process of optimising opportuntities for social, mental and physical health • Creative Learning: Positive impact on health, e.g. increased sense of control, social engament, sense of achievement, perception of competence Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 6 Health & Learning Wednesday, September 17, 14
  • 8. • Mobile devices: Are carried to a location and are used in a state of temporal stationarity (e.g. standing, sitting) •Wearable devices: Body-worn devices used when the user us moving or engaging in other tasks (e.g. jogging, dancing). •Wearable learning: Learning enhanced by wearable devices which are equipped with mechanisms for context awareness, activity tracking, monitoring and sharing of data. Wearable learning supports: • Contextual information • Contextual interaction • Contextual participation Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 7 Wearable learning Wednesday, September 17, 14
  • 9. • Flow activities: Design activities enhanced by mobile and wearable technologies which stimulate flow, e.g. contextual story-telling. • Data control: Provide mechanisms for the autonomous management of tracked data to enhance the sense of ownership. • Creative thinking: Enhance creating relations between elements and promote desire to learn more, explore, discover, venture etc. • Creative expression: Design conditions for being creative through expression, e.g. creating gamified experience for others. • Creative participation: Use person-in-environment perspective to design opportunities for creative engagement with the environment and others. Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 8 fMOOC Framework Wednesday, September 17, 14
  • 10. What is your idea - how can we enhance creative learning and well-being using smart armbands? Ilona Buchem / EC-TEL 2014: / Graz, 17-09-2014 / CC BY-NC-SA 3.0 DE 9 Creative ideas? Wednesday, September 17, 14
  • 11. More Information: Project website (German): http://projekt.beuth-hochschule.de/fmooc fMOOC PROJECT TEAM: Prof. Dr. Ilona Buchem (Project Management & Gamification): buchem@beuth-hochschule.de Prof. Dr. Jörn Kreutel (Mobile Development & Integration): kreutel@beuth-hochschule.de Prof. Dr. Agathe Merceron (Learning Analytics & Personalisation):: merceron@beuth-hochschule.de Marten Haesner (User Requirements & User Study): Marten.Haesner@charite.de Annika Steinert (Learnig Content for Healthy Ageing): Anika.Steinert@charite.de Wednesday, September 17, 14