2020
DOI: 10.17398/1695-288x.19.1.93
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Nutrikids: juego serio para el desarrollo del conocimiento nutricional en niños y adolescentes.

Abstract: Obesity is identified as a global epidemic that triggers consequences such as increased morbidities, increased risk of developing metabolic, cardiovascular, liver diseases, cancer, diabetes, among others. Knowledge about nutrition and healthy eating in children and adolescents is one of the alternatives that stand out for its prevention. Thus, this paper presents the assessment of learning resulting from the application of the Nutrikids game. This game was developed to increase nutritional knowledge in childre… Show more

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Cited by 4 publications
(3 citation statements)
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“…Recent studies in children and adolescents [ 22 ] and university students [ 23 ] on the incorporation of computer games to increase nutritional knowledge and support healthier food choices have provided results that show how students, of any educational stage, who interact with computer games develop more effective learning in the acquisition of nutritional knowledge and how this digital environment can support healthier food choices in young people. In this sense, there are training experiences in which the use of educational applications through mobile devices such as smartphones has been incorporated into the ordinary classroom, where students learn about healthy eating through blended learning that includes both classroom instruction and self-directed e-learning through applications that excite them [ 24 ].…”
Section: Introductionmentioning
confidence: 99%
“…Recent studies in children and adolescents [ 22 ] and university students [ 23 ] on the incorporation of computer games to increase nutritional knowledge and support healthier food choices have provided results that show how students, of any educational stage, who interact with computer games develop more effective learning in the acquisition of nutritional knowledge and how this digital environment can support healthier food choices in young people. In this sense, there are training experiences in which the use of educational applications through mobile devices such as smartphones has been incorporated into the ordinary classroom, where students learn about healthy eating through blended learning that includes both classroom instruction and self-directed e-learning through applications that excite them [ 24 ].…”
Section: Introductionmentioning
confidence: 99%
“…Respondiendo a la quinta pregunta, ¿cuáles fueron los principales resultados de los estudios? Existen tres tipos de resultados, donde hubo efectividad en la intervención para el aprendizaje (Badilla-Quintana et al, 2020;González et al, 2021;Herpich et al, 2021), efectividad para la motivación (Carrillo et al, 2020;George, 2020;Játiva y Beltrán, 2021) y donde no se mostraron cambios significativos en ningún aspecto (de Brito et al, 2020;del Río Guerra et al, 2020;Souza, 2022). En estudios Latinoamericanos existe ambigüedad al integrar tecnologías en el aula sin tener certeza de que se obtendrán resultados significativos.…”
Section: Discussionunclassified
“…Although serious games, when created with well-crafted stories, may facilitate nutritional education, in Brazil, it is still an unexplored area. Few mHealth apps were found whose aim is to increase adolescents' food knowledge Ribeiro et al 2019;Brito et al 2020;Fossari et al 2023). Therefore, this study describes the development, usability, formative assessment and story immersion of a mHealth nutrition education app to improve the food knowledge of adolescents.…”
Section: Introductionmentioning
confidence: 99%