Gamified educational programme for childhood obesity

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Abstract

Physical and active games can attract young people and children to have regular physical exercise and to promote healthy habits. The PROVITAO project has developed a gamified educational program for healthy habits, based on video games assets and motor games. The developed program consists of a plan of activities specifically designed on healthy habits with motor games, commercial video games (WII fit plus and apps) and own such as TANGO:H, that they can be developed at home and in group face-To-face sessions. PROVITAO was applied to a total of 45 children and girls with childhood obesity and their caregivers during the school year, in two phases. The design of the research used It was a mixed type with two control groups (GC) and two experimental groups (GE). The project has created and validated a frame of reference for emotional intervention, monitoring and evaluation, biomedical, interactive, social, psychological and educational, based on games, applied to the treatment of childhood obesity and prevention of complications associated, in addition, with different technological products (exergames, serious games, webapps, sensory libraries, wareable devices, etc.).

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APA

Del Rio, N. G., Gonzalez, C. S. G., Gonzalez, R. M., Adelantado, V. N., Delgado, P. T., & Fleitas, Y. B. (2018). Gamified educational programme for childhood obesity. In IEEE Global Engineering Education Conference, EDUCON (Vol. 2018-April, pp. 1962–1968). IEEE Computer Society. https://doi.org/10.1109/EDUCON.2018.8363476

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