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[https://behaviorchangeimpact.org/] - - public:weinreich
behavior_change, bibliography, campaign_effects, evaluation, sample_campaigns - 5 | id:1074480 -

Research consistently shows evidence-based social and behavior change (SBC) programs can increase knowledge, shift attitudes and norms and produce changes in a wide variety of behaviors. SBC has proven effective in several health areas, such as increasing the uptake of family planning methods, condom use for HIV prevention, and care-seeking for malaria. Between 2017 and 2019, a series of comprehensive literature reviews were conducted to consolidate evidence that shows the positive impact of SBC interventions on behavioral outcomes related to family planning, HIV, malaria, reproductive empowerment, and the reproductive health of urban youth in low- and middle-income countries. The result is five health area-specific databases that support evidence-based SBC. The databases are searchable by keyword, country, study design, intervention and behavior. The databases extract intervention details, research methodologies and results to facilitate searching. For each of the five health areas, a “Featured Evidence” section highlights a list of key articles demonstrating impact.

[http://yukaichou.com/gamification-examples/gamification-stats-figures/?utm_content=buffera1233&utm_medium=social&utm_source=linkedin.com&utm_campaign=buffer] - - public:weinreich
campaign_effects, evaluation, gaming, sample_campaigns, behavior_change - 5 | id:76189 -

Lifestyle Gamification Case Stats and Figures OPower: reduced measurable energy consumption by over $100M Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53% Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank. The World’s Deepest Bin: 132% more trash collected compared to conventional bin Piano Stairs: 66% more of people use the stairs, if they can produce music with it Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed Toilette Seat: 44% of increase in lifting the toilet seat when urinating Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year Recycle Bank grew a community of 4 million members by providing a gamified recycling platform. Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%

[http://www.comminit.com/evidencesummit/category/sites/global/evidence-summit] - - public:weinreich
behavior_change, campaign_effects, evaluation, sample_campaigns, social_change, social_marketing - 6 | id:77231 -

Supporting USAID's “renewed emphasis on the application of research and evaluation to inform strategic thinking about development for low- and middle-income countries with a focus on “achieving the social and behavior changes needed to end preventable child deaths and improve under five development“. All 1,313 papers identified can be accessed, searched and filtered to your interests

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