An Educational Video Game for Nutrition of Young People: Theory and Design

被引:19
|
作者
Ledoux, Tracey [1 ]
Griffith, Melissa [2 ]
Thompson, Debbe [3 ]
Nguyen, Nga [6 ]
Watson, Kathy [7 ]
Baranowski, Janice [4 ]
Buday, Richard [8 ]
Abdelsamad, Dina [9 ]
Baranowski, Tom [5 ]
机构
[1] Univ Houston, Nutr, Houston, TX 77004 USA
[2] Baylor Coll Med, Childrens Nutr Res Ctr, USDA ARS, Houston, TX 77030 USA
[3] Baylor Coll Med, Houston, TX 77030 USA
[4] Baylor Coll Med, Dept Pediat, Childrens Nutr Res Ctr, USDA ARS,Behav Nutr, Houston, TX 77030 USA
[5] Baylor Coll Med, Pediat, Houston, TX 77030 USA
[6] Univ Texas MD Anderson Canc Ctr, Dept Biostat, Houston, TX 77030 USA
[7] Ctr Dis Control & Prevent, Atlanta, GA USA
[8] Amer Inst Architects FAIA, Denver, CO USA
[9] Johns Hopkins Univ, Emergency Dept, Baltimore, MD USA
关键词
behavioral nutrition; challenge; debriefing; design; diet; energy balance; experience; game design; health; healthy behavior; intervention design; knowledge; mastery learning; mini-game; obesity; physical activity; social cognitive theory; Type II diabetes; video game;
D O I
10.1177/1046878116633331
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background. Playing Escape from Diab (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim. This article describes the process of designing and developing the educational mini-games. A second purpose is to explore the experience of children while playing the games. Method. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.
引用
收藏
页码:490 / 516
页数:27
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