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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Persuasive technology design for children: Changing behaviours, improving knowledge, and encouraging positive attitudes towards drinking water</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Renske Eline Bootsma</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ana Ciocarlan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Aberdeen</institution>
          ,
          <addr-line>Aberdeen</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Utrecht University</institution>
          ,
          <addr-line>Utrecht</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Drinking water is essential for health and life. However, the majority of children do not meet the European Food Safety Authority water intake recommendation. In this paper, we investigate the effectiveness of an intervention designed to support behaviour change, improve knowledge, and foster positive attitudes of children towards drinking water. The design of the intervention and the interactions were personalized to suit the context and to meet the unique needs, interests, and preferences of the targeted age group. Inter-active storytelling techniques and persuasive strategies were used to motivate children to increase their water intake. We conducted a comparative study to evaluate the design of the intervention. The results showed that the average number of glasses of water children drink per day increased significantly after participating in the intervention. Knowledge improvement and a positive change in attitude were observed directly after participating in the intervention and eight days later. These findings have implications for future work on personalization and designing persuasive interventions for children.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Persuasive technology</kwd>
        <kwd>persuasive games</kwd>
        <kwd>serious games</kwd>
        <kwd>behaviour change</kwd>
        <kwd>health</kwd>
        <kwd>personalisation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Drinking water is essential for health and life. While a human can survive for more than fifty days
without eating, a few days without adequate hydration will be fatal [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Water is the largest component
of the body, constituting approximately 60% of an adult’s body weight and 75% of a child’s body
weight [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Hydration is critical for temperature regulation and maintenance of body functions and
processes [44]. If the human body does not receive adequate fluid intake, also known as dehydration,
health issues such as kidney stones, cancer and problems with the heart valves could occur [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Dehydration may also lead to tiredness, headaches, irritability, fainting, loss of appetite, dizziness, and
collapse [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Therefore, the European Food Safety Authority (EFSA) has set adequate water intake
recommendations, which concern the total water intake per day for different age groups and genders
[20].
      </p>
      <p>Despite the tremendous importance of adequate hydration, too little water is drunk. Research among
10,000 Dutch people has shown that only 15% of the participants meet the adequate water intake, even
though half of the participants thought they drank enough water [48]. Among children, this percentage
is even higher. In the USA, Lebanon, France, and the UK, studies investigated water drinking
behaviours of children aged 4 to 13 years old [18,26,55,56]. Overall, 81.2% of these children did not
meet the EFSA water intake recommendations.</p>
      <p>This growing global concern motivates research into persuasive interventions that support children
to adopt healthy water drinking habits. Several studies have been conducted among children to change
their behaviours and attitudes, and, in particular, health promotion is a frequently returning subject [43].
However, further investigation is required to optimize personalisation to a specific context and tailor
inter-actions suited to younger age groups. In this paper, we investigate the effectiveness of a persuasive
intervention that aims to support behaviour change, improve knowledge, and encourage positive
attitudes of children towards drinking water. The findings have implications for future work on
personalization, behaviour change interventions, and persuasive games that promote the formation of
healthy habits in children.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>
        Persuasive technologies and behaviour change interventions are designed to motivate, shape, and
reinforce beneficial behaviours and attitudes [21,41]. Research efforts have been directed towards
investigating persuasive interventions across different domains, such as encouraging regular physical
activity [39,30], motivating healthy eating [23,42,53,52], encouraging safe driving habits [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], or
promoting sustainable travel behaviours [
        <xref ref-type="bibr" rid="ref2">22,2</xref>
        ]. With health being the second most significant domain
for persuasive strategies [32], various interventions have been developed and evaluated to support the
improvement of physical and mental health [
        <xref ref-type="bibr" rid="ref13">43,49,13</xref>
        ]. There is growing evidence in the literature
showing that personalisation may contribute to increased overall effectiveness and adherence of
persuasive interventions [
        <xref ref-type="bibr" rid="ref8">29,38,8,28</xref>
        ]. However, there is a need for further research into personalising
technology to different age groups or developmental stages and tailoring interactions to suit a specific
context.
      </p>
      <p>
        Personalising the design of interventions to support behaviour change in children poses additional
challenges. Cognitive and emotional development must be taken into account and appropriate strategies
must be applied to reinforce desired behaviours. For example, using bright colours, sounds, positive
reinforcement, and immediate feedback may lead to greater engagement from younger children, while
an approach focused on decision-making and reasoning may be more appropriate for adolescents.
Persuasive games could provide a novel solution to encourage the adoption of healthy behaviours, as
the interactivity can increase the emotional quality of an intervention [40] and contribute to increased
engagement and adherence [34]. In addition, persuasive games have a strong motivational pull [46],
and simple game mechanics may be used to engage children and to communicate with them [17]. A
growing number of persuasive games have been developed in recent years, designed to motivate healthy
behaviours, such as encouraging physical activity and adequate nutrition [
        <xref ref-type="bibr" rid="ref6">30,53,6,31</xref>
        ]. Evidence in the
literature shows that a motivated and interactive learning setting helps children to learn [16]. Therefore,
the balance between challenge and action is important [16]. For example, the studies described in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
and [24] are focused on changing behaviour and attitude towards healthy eating, by using persuasive
strategies within a digital game in which healthy and unhealthy food is falling and players have to catch
the healthy food and avoid the unhealthy food. In addition, the children are taught the benefits of healthy
food and the negative effects of unhealthy food. Learning to distinguish healthy and unhealthy food
choices through an enjoyable approach, without participants realising they are being positively
influenced by the interventions, is one of the key contributors to design effectiveness in both studies.
In addition, the design of the persuasive game presented in [24] is based on the Fogg behaviour model
[21] and Bandura’s Social Learning Theory [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. It emphasises three factors that should be considered
when using persuasive strategies and behaviour change techniques in games for children. Firstly, to
engage the children, it should be related to their life (e.g., by using attractive elements of multimedia
that are familiar to them). Secondly, the game should provide the possibility for the children to explore
the game themselves. Lastly, it should be simple and fun to play. This is in accordance with related
work investigating serious games for children. For example, an analysis of studies concluded that
serious games and games for health can positively influence developmental and cognitive outcomes
among children [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Moreover, studies have shown that playing games brings positive emotions and
emotional stability to the players [45,25], and young children and adolescents choose to play games
deliberately [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. However, for serious games to be effective, the games should be fun and the learning
assessment or behaviour change should not distract the player from the enjoyment.
      </p>
      <p>
        Other studies have used the Fogg behaviour model [21] and Bandura’s Social Learning Theory [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
in their design as well. For example, persuasive techniques were used to create a mobile game for
children which aimed to inform them and transform their mindsets, by providing a new approach for
campaigning against smoking [36]. In the game, children have to shoot cigarettes, which is alternated
with screens providing information about the effects of smoking. The principles of praise, information
quality, attractiveness, mobile simplicity, convenience and cause and effect have been applied in the
game. Similarly, to the previously mentioned studies, they measured the children’s current knowledge
and attitude towards smoking, then asked the children to play the game, after which they repeated the
measurements. Their results were positive, indicating that the game gained positive feedback and that
it is effective at altering the mindset and attitude regarding personal and social situations.
      </p>
      <p>
        Other persuasive strategies have also been investigated. For example, in the work described in [47]
and [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], persuasive design principles were successfully applied to reduce dental anxiety and improve
tooth brushing among children.
      </p>
      <p>
        In the sustainability domain, the principles of feedback, praise, and comparison, combined with
suggestive messages have been used to raise awareness of domestic energy consumption, by creating a
simulated environment [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In the health domain, the principles of reward and feedback were applied to
design a playful persuasive intervention that stimulates healthy eating for children, using color matching
[27]. Their results were positive, concluding that children’s eating habits can be improved using
persuasive education. This study succeeds the work described in [37], which showed children love to
play, and play based persuasion provides the most effective means of solving child behavioral problems.
In a different study, a playful mug was created to help people develop healthy water drinking habits
[33]. The work was founded on the principle of playfulness, trying to support habit formation by
embedding behavior modification into a regular drinking mug, called Mug-Tree. Users have to take
care of a virtual tree, by drinking enough water every day. Each mug of water is measured, and the
effect is visualized on a screen. The design is based on enjoyment, active engagement and reinforcement
and aims to motivate the users to drink water. However, despite the growing interest in persuasive
interventions, there remains a need for further research into personalizing intervention design and
interactions to suit a specific context and to meet the requirements and preferences of young children.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Research design and methods</title>
      <p>We conducted a comparative study to investigate the effectiveness of persuasive intervention in
changing the behaviour, attitude, and knowledge of children towards drinking water. The design of the
intervention uses interactive storytelling techniques to stimulate behaviour change. The effectiveness
of the intervention was measured using questionnaires before, immediately after, and eight days after
participating in the intervention. The study was guided by the following research questions:
1. How effective is the intervention in motivating children to increase their water in-take?
2. How effective is the intervention in changing the attitude of children towards drinking water?
3. How effective is the intervention at improving the knowledge of children about the health
effects associated with drinking water?
3.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Outline of the experiment</title>
      <p>To determine the behaviour, attitude, and knowledge of children towards drinking water, a
questionnaire has been created (Q1). Next, using findings of the literature review, a persuasive
intervention has been designed to change the behaviour, attitude, and knowledge of the children towards
drinking water. The design of the game and the interactions were personalised to suit this context and
be appropriate to the targeted age group. To detect a potential change, and measure the effectiveness of
the intervention, the initial questionnaire was repeated directly after participating in the intervention
(Q2). To detect a potential change in the longer term, participants were asked to complete the
questionnaire again after eight days (Q3). Figure 1 gives an overview of the experimental setup.</p>
      <p>We recruited children aged 8 to 9 years old from primary school education. For children aged 12 or
younger to participate in scientific research, their parents have to give informed consent. Therefore, we
created a consent form including information about the content, procedure, and goal of the experiment.
This consent form has been distributed among the parents of two classes of primary school children in
the Netherlands. Because the native language of these children is Dutch and they are not able to speak
English, the language of the questionnaire and intervention is Dutch. A total of 25 participants were
recruited (n = 25, 11 male (44.0%); 14 female (56.0%)), with a mean age of 8.50 years (minimum = 8;
maximum = 9; SD = 0.50).</p>
    </sec>
    <sec id="sec-5">
      <title>3.3. Development of a questionnaire to measure changes in behaviour, attitude, and knowledge</title>
      <p>Before completing the questionnaire, participants were informed that participation is entirely
voluntary, and an explanation was provided to reflect what is understood by drinking water. Thereafter,
participants were asked to fill in their demographical characteristics, including their assigned
alphanumeric code. This code is used to pair the answers of the participants of all three questionnaires,
whilst storing the data anonymously. Next, they answered questions about their behaviour, attitude, and
knowledge towards drinking water. To address the children, the explanation and questions have been
formulated using informal and simple language.</p>
      <p>The behaviour of the participants was measured using a question about the number of glasses they
drink on average per day. To ensure consistency in the amount of water one glass consists of, the content
of one glass has been set to 150 milliliters. This has been visualized using a picture of a glass. In
addition, we included a comparison of the content of a glass of water with a famous drinking bottle, as
can be seen in Figure 2.</p>
      <p>Knowledge was measured by asking two types of questions: the required number of glasses
participants should drink each day and an open question in which participants indicate the effects of
drinking insufficient amounts of water.</p>
      <p>
        Attitude can be described as consisting of three components: affective, cognitive, and behavioural.
Therefore, attitude indicates the feelings, beliefs, and behaviours regarding the subject [35,50]. Hence,
these three components should be taken into account when creating statements in a questionnaire.
Furthermore, related work provides suggestions towards the construction of statements for attitude
scales. Choice of words in accordance with the target audience is important, as well as keeping
statements short and avoiding ambiguity and statements that can be interpreted as being factual [19].
The development of a questionnaire regarding children’s attitudes toward health care has been
previously researched in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. They created three scales, consisting of five answer possibilities. The
like-dislike scale used five faces ranging from a smile to a frown to answer the statement. These
recommendations were taken into account for the development of our questionnaire. To measure
attitude, questions addressing all three of its components were included [35,50]. Furthermore, the
guidelines of [19] have been used to create statements and questions. We included a similar scale in the
questionnaire. However, the questions in Dutch have not been validated. The scale consists of five
answer possibilities connected to a numerical scale, ranging from one to five (as seen in Figure 3). For
each statement, the children indicate their answer by moving the bar to choose the applicable smiley.
      </p>
    </sec>
    <sec id="sec-6">
      <title>3.4. Personalising the design of the persuasive intervention to children in the context of increasing water intake</title>
      <p>The design of the persuasive intervention involved developing the storyline, inte-grating the game
component, and setting up the materials and tailored interactions. Based on the related work, a
framework of persuasive strategies has been created. Definitions of the principles have been derived
from [21] and [36]. The framework is shown in Table 1.</p>
      <p>Storyline. The storyline is the most important part of the intervention since it enables the trans-fer
of knowledge and application of the persuasive strategies. Trying to appeal to children, we created a
fictional story of a veterinarian helping a lion who is sick because of dehydration. The storyline used
animal characters and focused on emphasising the negative consequences of reduced water intake.
Figure 4 shows examples of story progression within the intervention. We focused on implementing
the per-suasive principles of the framework created in Table 1. This resulted in four of the five strategies
being implemented in the story and the last principle throughout the whole intervention. Table 2 shows
an overview of the persuasive principles and their implementation and Figure 4 shows four scenarios
of the story. The story comprised of the following sequence of events:
1. The children are told that they will help the veterinarian Anna to cure a sick lion.
2. Anna examines the lion, which is feeling sick: he has a headache and has fainted.
3. Anna concludes that the cause of his illness is drinking too little water.</p>
      <p>4. Anna thinks back to the previous day when the doctor emphasized the importance of drinking
water.</p>
      <p>5. The doctor emphasizes the importance of drinking water and explains the effects of drinking
too little, stating that children should drink 13 glasses of water each day.</p>
      <p>6. Anna and the children collect water.
7. Anna and the lion drink water, after which the lion feels much better.</p>
      <p>8. Anna reminds the children to drink 13 glasses each day, after which she thanks the children and
leaves the lion to help other sick animals.</p>
      <p>9. The story is finished, and the children are thanked for their help.</p>
      <p>In addition to the persuasive principles, findings in the literature provide guidelines for creating a
persuasive intervention. These guidelines have been taken into account for the design of the
intervention. Therefore, a good balance between challenge, action and implementation has been realised
by alternating reading parts with an active game element. Furthermore, while creating the storyline, we
ensured the per-suasion and learning assessment do not distract the children. The explanation of the
cause and effects of drinking too little, given by the doctor can be considered very important regarding
the goal of the intervention. Therefore, we decided to add an-other way to stimulate the memory and
attention of the children, by adding icons of the effects of drinking too little water as can be seen in
Figure 5.</p>
      <p>Technology may increase openness to persuasion through praise.</p>
      <p>Having roles of authority included in computing technology increases the
ability to persuade.</p>
      <p>Computing technology with an attractive appearance is presumed to be
more persuasive.</p>
      <p>Showing target users, the direct connection between cause and effect can
lead to behaviour and attitude change.</p>
      <p>Mobile applications that are simple and easy to use will be more likely to
persuade.</p>
      <p>Game. To actively involve the children in the story and add an attractive and enjoyable element, we
integrated a game component, designed to support the narrative. The children play the game to help
veterinarian Anna collect water for the sick lion and themselves. In the game, water, cola, and lemonade
icons fall down the screen. The children have to collect points by catching the healthy drinks with the
bowl. As can be seen in Figure 6, the icons have different values. Catching the glass and bottle of water
provides positive points, but the children have to avoid the cola and lemonade since catching these will
reduce their points. The score is updated after catching any icon. Simultaneously, when a drink is
caught, the corresponding sound will be played: for catching water, the children hear a ‘plop’ sound,
but when catching cola or lemonade, the children hear a negative ‘beep’ sound. Hereby, auditory
feedback is added, indicating what (not) to catch. The goal of the game is to collect 26 points, which
represents the number of glasses of water required for the story: 13 for the lion and 13 for the
veterinarian. After collecting 26 points, the game stops and the story continues, with the veterinarian
and lion drinking water, which makes them both feel much better. We chose this design to allow
children to distinguish between healthy and unhealthy drinks. Although other drinks such as lemonade
and cola also contain water, drinking plain water is recommended. This is due to the high amount of
additional ingredients in other drinks, making these drinks unhealthy choices. We wanted to ensure that
the intervention reinforces healthy water intake and does not persuade children to increase their intake
of sugary drinks as a secondary effect of participation.</p>
      <p>
        Personalising materials and interactions. The intervention was created using the visual
programming language Scratch. For the story, we let the characters come to life by adding timed
messages. Therefore, participants had a set amount of time to read the text, after which it disappeared,
and the next screen was shown. The meta-analysis in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] discusses studies about aver-age reading
speed. One study suggested that children of early primary school age read about 80 to 138 words per
minute [51]. However, their study was performed in English. Therefore, following the pilot test, we
decided to use the reading speed of 60 words per minute, accommodating any potential slower readers.
      </p>
      <p>The game can be played using the right and left arrows on the keyboard of a computer to control the
bowl that caught the drinks (Figure 6). However, to personalise to this specific context, we decided to
turn two water glasses of 150 millilitres into controllers (Figure 7), to involve the children more actively,
make the intervention more attractive, and give them an indication of the amount of water they should
drink. For that, we created a setup using Makey Makeys.</p>
      <p>The Makey Makeys allow us to connect objects to controls of a computer, using conduction. The
two empty water glasses have been covered in aluminum foil and a wooden plank has been milled with
two holes. These holes have been covered in aluminum foil as well and are connected to the Makey
Makey using alligator clips (i.e., connected to the orange and yellow wire as shown in Figure 7). When
putting down a glass in the right hole, the foil of the glass and the foil of the hole connect. This results
in the bowl in the game moving to the right. Simultaneously, when putting down a glass in the left hole,
the bowl moves to the left. Using this setup, the glasses of water have been turned into controllers. For
the Makey Makey to work, the person controlling should be grounded. Therefore, each child wrapped
their fin-ger with aluminum foil and connected it with an alligator clip to the EARTH part of the Makey
Makey (i.e., connected to the green wire as shown in Figure 7). Three identical pieces have been created
using this setup, to enable three participants to perform the experiment simultaneously.</p>
      <p>Before the game is played, the setup is explained. Next, the children wrap aluminum foil around
their finger and connect it to the Makey Makey after which they play the game using the glass
controllers. After collecting 26 points, they disconnect the alligator clip and the foil and continue with
the story.</p>
    </sec>
    <sec id="sec-7">
      <title>4. Results and discussions</title>
      <p>The overall result analysis has shown a neutral comment from the participants. Students may have
felt a sense of connectedness with the supervisors (more competency and relatedness level) than the
working colleagues. This may be due to the knowledge and expertise of the supervisors in the same
field students are researching. While on the other hand, working colleagues do not have similar tasks
(as students work on their own research topics separate from others).</p>
      <p>In the context of relationship building with supervisors, participants' answer was neither true nor
false when they thought of connecting with supervisors using online tools. Supervisors' constructive
feedback is vital to reliable doctoral dissertations [30]. One of the key issues to highlight is the need for
more clarity and transparency between student supervisors. For example, the student may expect to get
more solid and concrete feedback and research direction to follow. This leads to a communication gap
between them, such as physical and online meetups needing to be more than students' expectations. In
a study by [31], the author examined student engagement and challenges related to supervisory
feedback. The research found notable differences between the perceptions of supervisors and students,
particularly in areas such as student engagement, research experiences, and the various factors that
contribute to challenges in supervisory feedback. Maybe some sort of fear was working within them; they
were puzzled about what would happen in the meeting when sharing their work progress and getting
feedback from them.</p>
      <p>In the context of relationship building with working colleagues, students did not feel that their
competency and relatedness level increased due to receiving peer-reviewing feedback from working
colleagues using online tools. Maybe there have been some workplace envy and jealousy among them
[32]. Thus, students may re-quire leadership training during their course degree as effective leadership
can ad-just the existence of various types of envy and transform it into the actual productivity of the
workplace [33].</p>
      <p>Students’ anxiety is relevant to their academic performance [34], such as reducing daily autonomy
levels toward study progression. In our study, most participants' autonomy level was higher. The factors
in increasing their autonomy level may be a positive vibe to meet with working colleagues, talks about
progress reports or re-search plan writing, and related work reviews. One possible thing is that students
might have a daily goal to meet the long-term milestone and divide their tasks into small daily portions
to work daily towards a more significant milestone to increment their autonomy level.</p>
      <p>Students' competence level could have been higher, indicating they might need to be more
selfconfident in doing their research study. Most participants' relatedness level was higher, meaning that
most students have not experienced group work facilitated learning [35].</p>
      <p>Getting feedback while doing peer-reviewing tasks using the online tool might bring positive effects,
such as building a strong interpersonal relationship while using the real online tool. As in our study,
participants only filled out the questionnaire but did not use the tool but pretended to have applied them.
This directed us to further our research to go for a longitudinal study with an online tool.
4.1.</p>
      <sec id="sec-7-1">
        <title>Effects of the persuasive intervention on children’s behaviour</title>
        <p>A dependent samples t-test was used to measure the effectiveness of the persuasive intervention to
encourage children to increase their daily water intake. There was a significant difference (t(24) =
4.19, p &lt;0.001) in the number of glasses of water children report drinking per day before participating
in the intervention (M = 3.24, SD = 2.07) and eight days after the intervention (M = 5.96, SD = 4.09).
Since before the intervention the children indicated that they drank 3.2 glasses per day with a maximum
of 7 glasses of water, none of the children met the EFSA water intake recommendations of
approximately 13 glasses of water per day [20]. This drinking behaviour is in line with the findings of
[18,26,55,56] who showed that, on average, 81.2% of the primary school children do not meet the EFSA
water intake recommendations. Eight days after participating in the gamified persuasive intervention,
the indicated number of glasses of water almost doubled to an average of 6 glasses of water per day.
Only two of the participants indicated drinking at least 13 glasses of water per day, meaning that 92%
of the children still do not meet the EFSA water intake recommendations. Nevertheless, comparing the
behaviour before and after the intervention, the children indicated that they drink significantly more
water, meaning that the intervention positively changes the behaviour of the children. The ob-served
behaviour change, and the effectiveness of the persuasive intervention are in line with related work
investigating the effect of persuasive principles (e.g. [27,36]).
4.2.</p>
      </sec>
      <sec id="sec-7-2">
        <title>Effects of the persuasive intervention on children’s attitude</title>
        <p>To detect a potential attitudinal change towards drinking water, the attitude variable had to be
created. Therefore, for all three questionnaires, we averaged the answers to the eight attitude questions
to create one attitude variable and we performed depend-ent t-tests to compare the means. There was a
significant difference (t(24) = -2.44, p &lt;0.05) in attitude scores before the intervention (M = 3.81, SD
= 0.73) and directly after the intervention (M = 3.97, SD = 0.75). The significant increase in attitude
score suggests that the children rated the questions regarding the importance of drinking water higher.
This supports the use of persuasive principles and suggests the intervention is effective for both
behaviour and attitude change. However, the change in attitude is moderate, as the mean attitude score
before the intervention was already high. No significant difference was found (t(24) = -0.62, p &gt;0.05)
in attitude scores before the intervention (M = 3.81, SD = 0.73) and eight days after the intervention (M
= 3.89, SD = 0.81). However, the attitude score does indicate a positive trend comparing the score
before and eight days after, with the mean increasing by 0.08 points. This means that the intervention
is effective in the short term, but this effect does not seem to last. This could possibly be due to the lack
of repetition, as the children only participated in the intervention once. A study with a longer du-ration
would allow the participants to engage with the intervention multiple times. After a habit is formed, a
stronger effect on attitude may occur.
4.3.</p>
      </sec>
      <sec id="sec-7-3">
        <title>Effects of the persuasive intervention on children’s knowledge</title>
        <p>The knowledge of the participants was measured in two ways and the data was analyzed both
quantitatively and qualitatively. First, by asking them to write down the required number of glasses of
water they think they should drink per day. Their answers have been categorized, indicating whether
they gave the correct answer (13 glasses each day) or not. The answer of one participant was removed
due to a typo. We performed a McNemar’s test to determine if there are differences in the dichotomous
dependent variable between the questionnaires. In addition, participants were asked to write down the
effects drinking too little water has on their bodies. These results have been categorized, indicating
whether participants correctly recalled one or multiple effects discussed in the intervention. The
discussed effects are fainting, tiredness, headache, irritability, problems concentrating and problems
with your bladder, kidneys, and heart. The results of all three questionnaires were compared.</p>
        <p>Figure 8 shows the distribution of the knowledge of the participants before, directly after, and eight
days after the intervention. It indicates the number of glasses of water the children think they should
drink per day. We divided these answers into two categories: Correct and Incorrect. Figure 9 shows the
distribution of these categories for the three questionnaires.</p>
        <p>An exact McNemar’s test showed a difference in knowledge before and directly after the
intervention (p &lt;0.001) and a difference in knowledge before and eight days after the intervention (p
&lt;0.001). Before the intervention, none of the children were aware of the number of glasses of water
they have to drink per day. After the intervention 79.2% correctly recalled the 13 glasses. Eight days
after the intervention, this percentage is even higher, with 83.3% of the children correctly indicating 13
glasses of water. Possibly, in the eight days between the questionnaires, children mutually discussed
the intervention and the number of glasses they have to drink per day resulting in a higher number of
children being able to correctly identify the recommended number of glasses of water per day. Overall,
the intervention was effective at improving the knowledge of children regarding the recommended
water intake.</p>
        <p>In addition, the qualitative analysis showed that before the intervention, children were not aware of
the various effects of drinking too little water. Figure 10 shows that before the intervention, only 4
participants named one of the effects of drinking too little water that they would later encounter in the
intervention. However, 16 participants named an effect that was not indicated in the intervention, but
could also be correct, such as “Then you die” or “You dry out”. After participating in the intervention,
76% of the participants were able to indicate at least one of the effects mentioned in the intervention.
Of these children, almost half were able to indicate more than one effect. For example, “You get a
headache” and “You can pass out” were the most common given answers. Eight days after the
intervention, these effects are commonly mentioned as well. In total, 16 of 25 participants were able to
recall at least one of the effects. All answers pointed towards the negative effects. Even when
participants were not able to recall specific effects, answers such as “Bad things” were given. For both
questionnaires completed after the intervention, the effects of getting a headache and passing out were
the most given answers. This could be due to the emphasis made within the story. When Anna examines
the lion, he tells her he has a headache and has just passed out. These two effects are explained by the
doctor as well, being the only two effects that have been repeated in the intervention.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>5. Limitations and recommendations</title>
      <p>
        In this work, we focused on personalising design to improve the effectiveness of the intervention for
children. The generalisation of the results is limited because of the sample size and the lack of diversity.
All of the participants were Dutch, part of the same school, and aged between 8 and 9. To validate the
results and draw more general conclusions, we recommend repeating the study with a larger sample. In
addition, investigating the effects in the longer term is beyond this study. Therefore, we can only
conclude about the effects of the intervention till eight days after the intervention. Therefore, further
research is needed into the effect over the longer term. In addition, the results of the study rely on the
children to understand the questions and answer them truthfully. The accuracy with which children
report the number of glasses of water they drink per day may vary. Therefore, future work could validate
the data using a second source, such as asking the parents to also count the number of glasses their
children drink per day. This would confirm that the data is accurate, resulting in more reliable and
objective findings. Furthermore, while the design of the persuasive intervention and interactions were
personalised to this specific context (i.e., the story, the water glasses as controllers, the game mechanics)
and tailored to suit the targeted age group (e.g., the characters, the graphics, the interactions), the content
of the intervention was not personalised. In future work, personalised stories, icons, and strategies will
be used to further personalise the intervention. Related work shows that personalising persuasive
strategies may affect behaviour and attitude change [
        <xref ref-type="bibr" rid="ref14">54,14</xref>
        ]. In addition, the intervention had a fixed
reading speed, without an option for audio support. Enabling personalisation is recommended to
optimize the intervention, since this will provide the most optimal intervention for each participant, thus
possibly conveying the information better.
      </p>
    </sec>
    <sec id="sec-9">
      <title>6. Conclusions and future work</title>
      <p>This research aimed to change the behaviour, attitude, and knowledge of children towards drinking
water. We designed a persuasive intervention and tailored the interactions to the context. Given that
persuasive technologies have been shown to be effective in motivating healthy behaviours, we
hypothesized that a persuasive intervention personalised to suit the target age group would have a
positive significant effect. Our findings suggest that after participating in the intervention, children aged
8 to 9 reports drinking more glasses of water, on average, per day. In addition, they know significantly
more about the recommended water intake behaviour and the effects of drinking too little water. Their
attitude towards drinking water has changed, showing significant improvement directly after
participating in the intervention and a positive trend eight days later. This suggests that the design of
the intervention is effective. Our results indicate a possible solution for the water drinking problem
among children. To validate the results while taking into account the limitations of generalisation,
reliability of the answers, the effects of the intervention in the longer term and personalisation, future
work is recommended. Addition-ally, future work is recommended regarding the use of persuasive
principles. The intervention implements five persuasive principles. However, in future work, the
effectiveness of these principles should be investigated separately, to determine the individual effect.
Furthermore, this study has been conducted among children aged 8 to 9 years old and focused on this
age category. Further research should repeat the experiment within other age groups and alter the
storyline and game to fit the new participants. The storyline and persuasive principles could be
personalised based on individual user characteristics. Future work could also use this approach as an
inspiration for research towards other health-related problems among children, such as motivating
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