volume 55 pages 529-551

Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities

Publication typeJournal Article
Publication date2016-02-01
scimago Q1
wos Q1
SJR2.923
CiteScore20.7
Impact factor8.9
ISSN07475632, 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).
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GOST |
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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.
RIS |
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 -
BibTex
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}
}