Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities
Carina González
1
,
Nazaret Gómez
2
,
Vicente Navarro
3
,
Mariana Cairós
4
,
Carmela Quirce
2
,
PEDRO SÁNCHEZ TOLEDO
1
,
Norberto Marrero Gordillo
5
Publication type: Journal Article
Publication date: 2016-02-01
scimago Q1
wos Q1
SJR: 2.923
CiteScore: 20.7
Impact factor: 8.9
ISSN: 07475632, 18737692
Human-Computer Interaction
Arts and Humanities (miscellaneous)
General Psychology
Abstract
The World Health Organization (WHO) has declared obesity as a 21st-century epidemic after reaching global proportions. In Spain, this disease is suffered by 62% of the population, leading to the emergence of new health problems. Increasing childhood obesity in the world is a direct result of changes in the lifestyles of the population. Therefore, in this paper we present a gamification training program to prevent childhood obesity based on motor games, and active videogames developed for overweight children ages 8-12. The design of the program consisted of: group sessions in a school setting, individual sessions at home for the children, and developing healthy habits to help families. The motivation and the effectiveness of the gamification training program were studied. The results involving biometric variables, learning healthy habits and experience in the intervention were highly satisfactory. We design a training program based on a GBL and gamification approaches.We work in formal and informal contexts (school and home) as informal learning.We present a cuasi-experimental study developed with children from 8 to 12 years old.We analyze the experience from different dimensions (medical, learning and UX).
Found
Nothing found, try to update filter.
Found
Nothing found, try to update filter.
Top-30
Journals
|
1
2
3
4
5
6
7
|
|
|
International Journal of Environmental Research and Public Health
7 publications, 7.37%
|
|
|
Lecture Notes in Computer Science
6 publications, 6.32%
|
|
|
Games for health journal
2 publications, 2.11%
|
|
|
Education Sciences
2 publications, 2.11%
|
|
|
Sensors
2 publications, 2.11%
|
|
|
PLoS ONE
2 publications, 2.11%
|
|
|
Communications in Computer and Information Science
2 publications, 2.11%
|
|
|
Lecture Notes in Educational Technology
2 publications, 2.11%
|
|
|
Young Consumers
1 publication, 1.05%
|
|
|
Journal of Social Marketing
1 publication, 1.05%
|
|
|
Journal of Teaching in Physical Education
1 publication, 1.05%
|
|
|
Journal of Information Technology Research
1 publication, 1.05%
|
|
|
JMIR Formative Research
1 publication, 1.05%
|
|
|
JMIR Serious Games
1 publication, 1.05%
|
|
|
INFORMS Transactions on Education
1 publication, 1.05%
|
|
|
Proceedings of the Human Factors and Ergonomics Society
1 publication, 1.05%
|
|
|
Nutrition and Health
1 publication, 1.05%
|
|
|
Convergence
1 publication, 1.05%
|
|
|
Journal of Personalized Medicine
1 publication, 1.05%
|
|
|
Human Behavior and Emerging Technologies
1 publication, 1.05%
|
|
|
Applied Sciences (Switzerland)
1 publication, 1.05%
|
|
|
Sustainability
1 publication, 1.05%
|
|
|
Behavioral Sciences
1 publication, 1.05%
|
|
|
Frontiers in Psychology
1 publication, 1.05%
|
|
|
Frontiers in Pediatrics
1 publication, 1.05%
|
|
|
Education and Information Technologies
1 publication, 1.05%
|
|
|
Virtual Reality
1 publication, 1.05%
|
|
|
International Journal of Obesity
1 publication, 1.05%
|
|
|
Journal of Medical Systems
1 publication, 1.05%
|
|
|
1
2
3
4
5
6
7
|
Publishers
|
5
10
15
20
25
|
|
|
Springer Nature
21 publications, 22.11%
|
|
|
MDPI
15 publications, 15.79%
|
|
|
Institute of Electrical and Electronics Engineers (IEEE)
11 publications, 11.58%
|
|
|
Elsevier
7 publications, 7.37%
|
|
|
IGI Global
6 publications, 6.32%
|
|
|
Association for Computing Machinery (ACM)
5 publications, 5.26%
|
|
|
Taylor & Francis
4 publications, 4.21%
|
|
|
Emerald
3 publications, 3.16%
|
|
|
JMIR Publications
3 publications, 3.16%
|
|
|
SAGE
3 publications, 3.16%
|
|
|
Hindawi Limited
3 publications, 3.16%
|
|
|
Mary Ann Liebert
2 publications, 2.11%
|
|
|
Frontiers Media S.A.
2 publications, 2.11%
|
|
|
Public Library of Science (PLoS)
2 publications, 2.11%
|
|
|
Human Kinetics
1 publication, 1.05%
|
|
|
Institute for Operations Research and the Management Sciences (INFORMS)
1 publication, 1.05%
|
|
|
Wiley
1 publication, 1.05%
|
|
|
Ege Egitim Dergisi
1 publication, 1.05%
|
|
|
Universidade da Coruna
1 publication, 1.05%
|
|
|
Tsinghua University Press
1 publication, 1.05%
|
|
|
PeerJ
1 publication, 1.05%
|
|
|
5
10
15
20
25
|
- We do not take into account publications without a DOI.
- Statistics recalculated weekly.
Are you a researcher?
Create a profile to get free access to personal recommendations for colleagues and new articles.
Metrics
95
Total citations:
95
Citations from 2024:
10
(10.52%)
The most citing journal
Citations in journal:
7
Cite this
GOST |
RIS |
BibTex
Cite this
GOST
Copy
González C. et al. Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities // Computers in Human Behavior. 2016. Vol. 55. pp. 529-551.
GOST all authors (up to 50)
Copy
González C., Gómez N., Navarro V., Cairós M., Quirce C., TOLEDO P. S., Marrero Gordillo N. Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities // Computers in Human Behavior. 2016. Vol. 55. pp. 529-551.
Cite this
RIS
Copy
TY - JOUR
DO - 10.1016/j.chb.2015.08.052
UR - https://doi.org/10.1016/j.chb.2015.08.052
TI - Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities
T2 - Computers in Human Behavior
AU - González, Carina
AU - Gómez, Nazaret
AU - Navarro, Vicente
AU - Cairós, Mariana
AU - Quirce, Carmela
AU - TOLEDO, PEDRO SÁNCHEZ
AU - Marrero Gordillo, Norberto
PY - 2016
DA - 2016/02/01
PB - Elsevier
SP - 529-551
VL - 55
SN - 0747-5632
SN - 1873-7692
ER -
Cite this
BibTex (up to 50 authors)
Copy
@article{2016_González,
author = {Carina González and Nazaret Gómez and Vicente Navarro and Mariana Cairós and Carmela Quirce and PEDRO SÁNCHEZ TOLEDO and Norberto Marrero Gordillo},
title = {Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities},
journal = {Computers in Human Behavior},
year = {2016},
volume = {55},
publisher = {Elsevier},
month = {feb},
url = {https://doi.org/10.1016/j.chb.2015.08.052},
pages = {529--551},
doi = {10.1016/j.chb.2015.08.052}
}