An Educational Video Game for Nutrition of Young People
2016
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.
Keywords:
- Correction
- Source
- Cite
- Save
- Machine Reading By IdeaReader
53
References
12
Citations
NaN
KQI