Persuasive Technology: Applications in education
Sam Devincenzi
*
, Viviani Kwecko
‡
, Fernando Pereira de Toledo
†
, Fernanda Pinto Mota
†
Jonas Casarin
*
and Silvia Silva da Costa Botelho
†
*
Centro de Ciencias Computacionais
Federal University of Rio Grande (FURG)
Av. It´ alia Km 8, 96201–900, Carreiros Rio Grande, RS, Brazil
*
Email: {sam.devincenzi, jonascasarin}@gmail.com
†
Email: {ftoledo,fernandap.mota,silviacb}@furg.br
‡
Email: viviani.kwecko@riogrande.ifrs.edu.br
Abstract—The first Persuasive Technology (PT) emerged in the
1970s, and was being defined as an interactive computer system
used to change human behavior. Research has shown the viability
of these technologies in a variety of contexts such as advertising,
reducing energy consumption, promoting healthy or well-being
behavior and education. This research identifies and systematizes
this area of knowledge, from the identification of the main works
that relate the use of PTs in education. The methodology used was
review of the works published between 2010 and 2017 of the state-
of art , in the bases of Google Scholar, Springer, Elsevier, ACM.
As a result of the analysis of the articles, we highlight as main
focus the use of (i) PTs adapted to different user profiles; (ii) PTs
applied in different pedagogical activities; (iii) PTs for different
methodologies of educational activities; (iv) PTs developed in
different technological languages. The PTs can be applied as
learning aid instruments, acting directly and/or indirectly in the
areas of Social Assistance, Health, Environment, Research and
Development, Education and Advertising. Given this scenario, we
observed the need to foster publications that problematize the
interfaces of PTs in Education, especially architectures and/or
technologies that involve, for example, Cyber-Physical Systems,
that can extend the educational (physical) environment to the
virtual world, in order to leave the student immersed constantly
in a teaching environment.
I. I NTRODUCTION
According [1], it is important to have an education based
on complex thinking, environmentalist, able to relate, con-
textualize and rebind different knowledge or dimensions of
life. Humanity needs more open-minded, sensitive listening,
people responsible and committed to the self and the world
transformation .
It is necessary new pedagogical practices for transformative
education, that is centered on the human condition, the devel-
opment of understanding, sensitivity and ethics, cultural diver-
sity, plurality of individuals and that favors the construction
of a knowledge of transdisciplinary nature, involving relation-
ships individual – society – nature. This is the fundamental
condition for the construction of a viable future for present
and future generations [1].
In [2] is mentioned that the use of technological resources
comes with much more power than persuasive philosophy
of a thinker, and in all its various manifestations offers new
opportunities to create alternatives. [3] reinforce the need for
analysis technologies, so as not to handle them as mere tools.
The educational process is a relationship between human
beings, which is permeated by a set of values, social practices,
customs and traditions that are part of each subject involved
in this process [4]. Human behavior is a response to pre-
established goals or a choice away the fears of each individual
[5]. The persuasion of the study uses the behavior as the main
element of assessment of ability and motivation. Because peo-
ple develop common responses to certain situations according
to their culture. Thus, it is possible to predict certain behaviors
and thus persuade the individual. Persuasion can be defined as
a strategy of communication that is to use logical-rational or
symbolic resources for the purpose of getting people to adopt
certain lines of conduct, theories or beliefs [6].
Persuasive technology (PT) can be defined as an interactive
computer system, which is used to try to change human
behavior. They consists of the intersection of technological
element with persuasion in order to design, verify and analyze
the impact of an interactive computer product developed to
change attitudes or behaviors [7].
According to [7], PTs can be used at school or external
environments to motivate people to acquire new knowledge
or skills. In addition, PTs can motivate individuals to start
a certain process of learning, tasks, review when necessary
materials as well as to continue the particular activity. In
this way systems can be developed to assist in the learning
process, providing teaching people at any time and space. In
this context, this paper presents a review of research done in
the period 2010 to 2017 (period that includes the definition of
the term coined by FOGG and the actuality). It presents a study
of concepts and practices that can help in the education process
of expanding the boundaries of learning, not only limiting the
class roon.
This article is organized as follows: in section II. We
approach the references involved in the work emphasizing the
relations between the PT and the process of teaching learning.
Section III, presented the methods and steps performed in
the development of the study. In Section IV, is presented
the discussions about the proposed theme. In Section V, is
presented the considerations regarding the objectives achieved
and outlining the future steps of the research.
978-1-5090-5920-1/17/$31.00 ©2017 IEEE