为儿童和家长共同创建游戏化工具,以提高他们的食品营养知识和饮食习惯

E. Santa Cruz, A. Baranda, E. Illanes, P. Rioja, Y. Rios, S. Riesco, N. da Quinta
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引用次数: 0

摘要

在社会和文化的影响下,人们有意识地、集体地和重复地选择、消费和使用某些食物或饮食,而且童年时期的饮食习惯决定了成年后的饮食习惯。童年时期这些饮食习惯的养成取决于家庭、文化、熟悉程度和可获得性等因素。同样,在游戏化和使用新技术与挑战的基础上,寻求对儿童有吸引力的方法来传递内容和知识,可以引导他们的行为,选择更健康、更可持续的食物。将开发和测试一个平台,其中包括一个互动场所,让儿童通过游戏了解食品知识,重点关注儿童及其父母或看护人。该平台将包括不同的模块,专门为儿童和成人提供有关营养、可持续性、食物浪费、食品科学、食品感官特性和技术的信息。将聊天机器人用于教育目的是最近被广泛讨论的一个话题,一些实例也支持其发展。为了确保该工具及其背后的人工智能能够适应不同国家儿童的发展阶段并提供适当的内容,我们在芬兰、波兰和西班牙咨询了家长、看护人、其他利益相关者以及儿童本人,以共同创建最佳解决方案。因此,在这些欧洲共同体国家中,利用经过验证的调查问卷、共同创造的定性方法或开放式深度访谈,与儿童、家长和利益相关者开展了共同创造活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Co-creating a gamification tool for children and parents to improve their food nutrition Knowledge and dietary habits

Conscious, collective, and repetitive behaviours, lead people to select, consume, and use certain foods or diets, in response to social and cultural influences as well as the fact that food habits in childhood determine food habits in adulthood. The development of these food habits during childhood depends on family, culture, familiarity, and accessibility, among other factors. Likewise, seeking attractive approaches for children, based on gamification and the use of new technologies and challenges, to transfer content and knowledge can guide their behaviour towards healthier and more sustainable food choices. A platform consisting in an interactive place where children can learn about food by playing will be developed and tested focused on kids and on their parents or caretakers. The platform will include different modules which will provide information regarding nutrition, sustainability, food waste, food science, sensory properties of food and technology specifically for children and adults. The use of chatbots for educational purposes is a recent topic that has been widely discussed and some examples support its development. There is a wide range of topics that can be addressed through chatbots so the tool will use the potential of chatbots so that children can learn the basics of healthy nutritional and sustainable habits from an early age, using a specific language according to their age range and understanding.

To ensure that the tool and the AI behind it are adapted to the stage of development of children from different countries and provide the appropriate content, parents, caregivers, and other stakeholders as well as children themselves were consulted in Finland, Poland, and Spain to co-create the best solution. Therefore, cocreation activities were carried out with children, parents, and stakeholders using validated questionnaires, qualitative methodologies of co-creation or open in-depth interviews in these UE countries.

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