Innovating in Nutrition Education: Application of Gamification and Digital Resources in High School Students

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Abstract

Teachers have to use technology and active methodologies as fundamental tools for teaching basic nutrition issues. The objective of this research was to analyze the potential of a training plan on nutritional education carried out using both educational technology and a gamified methodology. For this, a quasi-experimental design was used in a sample of 237 Spanish students of the third level of Secondary Education. After the training experience on teaching was carried out, data were collected with a questionnaire. The results showed that the teaching of nutritional education through gamification fosters motivation, the relationship among students, autonomy, time perception during classes, and the improvement of marks. It can be concluded that gamification is an effective teaching method for nutritional education for Compulsory Secondary Education students.

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APA

Moreno-Guerrero, A. J., Parra-González, M. E., López-Belmonte, J., & Segura-Robles, A. (2021). Innovating in Nutrition Education: Application of Gamification and Digital Resources in High School Students. Retos, 43, 438–446. https://doi.org/10.47197/RETOS.V43I0.87569

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