Nazaret Gómez-del-Río, C. González-González, Raquel Martín-González, Vicente Navarro-Adelantado, Pedro A. Toledo, Yeray Barrios-Fleitas
{"title":"Gamified educational programme for childhood obesity","authors":"Nazaret Gómez-del-Río, C. González-González, Raquel Martín-González, Vicente Navarro-Adelantado, Pedro A. Toledo, Yeray Barrios-Fleitas","doi":"10.1109/EDUCON.2018.8363476","DOIUrl":null,"url":null,"abstract":"Physical and active games can attract young people and children to have regular physical exercise and to promote healthy habits. The PROVITAO project has developed a gamified educational program for healthy habits, based on video games assets and motor games. The developed program consists of a plan of activities specifically designed on healthy habits with motor games, commercial video games (WII fit plus and apps) and own such as TANGO:H, that they can be developed at home and in group face-to-face sessions. PROVITAO was applied to a total of 45 children and girls with childhood obesity and their caregivers during the school year, in two phases. The design of the research used It was a mixed type with two control groups (GC) and two experimental groups (GE). The project has created and validated a frame of reference for emotional intervention, monitoring and evaluation, biomedical, interactive, social, psychological and educational, based on games, applied to the treatment of childhood obesity and prevention of complications associated, in addition, with different technological products (exergames, serious games, webapps, sensory libraries, wareable devices, etc.).","PeriodicalId":102826,"journal":{"name":"2018 IEEE Global Engineering Education Conference (EDUCON)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE Global Engineering Education Conference (EDUCON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/EDUCON.2018.8363476","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 8
Abstract
Physical and active games can attract young people and children to have regular physical exercise and to promote healthy habits. The PROVITAO project has developed a gamified educational program for healthy habits, based on video games assets and motor games. The developed program consists of a plan of activities specifically designed on healthy habits with motor games, commercial video games (WII fit plus and apps) and own such as TANGO:H, that they can be developed at home and in group face-to-face sessions. PROVITAO was applied to a total of 45 children and girls with childhood obesity and their caregivers during the school year, in two phases. The design of the research used It was a mixed type with two control groups (GC) and two experimental groups (GE). The project has created and validated a frame of reference for emotional intervention, monitoring and evaluation, biomedical, interactive, social, psychological and educational, based on games, applied to the treatment of childhood obesity and prevention of complications associated, in addition, with different technological products (exergames, serious games, webapps, sensory libraries, wareable devices, etc.).
体育和积极的游戏可以吸引年轻人和儿童经常锻炼身体,促进健康的习惯。PROVITAO项目开发了一个基于视频游戏资产和汽车游戏的健康习惯游戏化教育方案。制定的方案包括一个专门为健康习惯设计的活动计划,其中包括汽车游戏、商业视频游戏(WII fit plus和应用程序)和TANGO:H等游戏,这些游戏可以在家里进行,也可以在小组面对面的会议中进行。PROVITAO在学年期间分两个阶段对45名患有儿童肥胖症的儿童和女孩及其照顾者进行了应用。本研究采用混合型设计,分为两个对照组(GC)和两个实验组(GE)。该项目创建并验证了一个基于游戏的情感干预、监测和评估、生物医学、互动、社会、心理和教育的参考框架,应用于治疗儿童肥胖和预防与不同技术产品(游戏、严肃游戏、网络应用程序、感官库、可感知设备等)相关的并发症。