2020
DOI: 10.3390/healthcare8030315
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Promotion of Healthy Lifestyles to Teenagers with Mobile Devices: A Case Study in Portugal

Abstract: Educating teenagers about nutrition and promoting active lifestyles is essential in reducing the long-term health risks and one idea to achieve this is by using mobile applications. Previous studies showed that the existing mobile applications have similar functionalities, such as intervention with questionnaires, and the use of gamification techniques to improve interactiveness. However, unlike our study, some studies are not validated and verified by healthcare professionals. Additionally, this study intends… Show more

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Cited by 11 publications
(19 citation statements)
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“…However, for the single-group studies, most of the studies (6/8, 75%) [ 30 , 44 , 49 , 59 , 62 , 72 ] demonstrated that the time spent in PA significantly increased after the gamification intervention. Only the study by Villasana et al [ 69 ] reported no trend toward improvement; the pre–post difference was not significant after the gamification intervention, and the study used just 1 game element (challenge) and did not use any theory ( Multimedia Appendix 4 ).…”
Section: Resultsmentioning
confidence: 99%
“…However, for the single-group studies, most of the studies (6/8, 75%) [ 30 , 44 , 49 , 59 , 62 , 72 ] demonstrated that the time spent in PA significantly increased after the gamification intervention. Only the study by Villasana et al [ 69 ] reported no trend toward improvement; the pre–post difference was not significant after the gamification intervention, and the study used just 1 game element (challenge) and did not use any theory ( Multimedia Appendix 4 ).…”
Section: Resultsmentioning
confidence: 99%
“…To this end, we analyzed the advantages of the application and the recognition of teenagers and then found the obstacles encountered by some teenagers in the process of using it through sample survey, as well as the relationship between the evaluation obtained by using the Fisher test to answer the questionnaire and adopting a healthier diet and exercise practice. Finally, I learned that mobile applications are popular, and, to some extent, their daily eating habits have improved [ 5 ]. Smart wearable devices have become popular in people's lives and play an active role in monitoring adolescents' health.…”
Section: Introductionmentioning
confidence: 99%
“…"Angry Birds", developed by Rovio and launched in 2009, is another phenomenal product. Throughout the game, gamers only need to do one action, which is to press and hold the bird on the slingshot in the screen to drag and release (Villasana et al, 2020). Such a simple operation overturned the public's inherent impression of how mobile games are presented, so Fruit Ninja and Cut the Rope, launched a year later, both became star products at the time for their sophisticated gameplay design and simple sliding operation (Thomas et al, 2019).…”
Section: From Keyboard To Touch Screenmentioning
confidence: 99%
“…This is the dream of our educational researchers, and Dewey's emphasis on "learning by doing" does not seem to be working particularly well. In contrast, in a virtual environment we can learn by doing, which is similar to the real thing, improving students' problem-solving skills, creativity and other higher-order skills, and helping to develop emotional and attitudinal values (Villasana et al, 2020). This is why educational scholars are proposing to implement gamified learning, using educational games to achieve gamified learning.…”
Section: Further Actions May Take For Correct Guidance the Core Educa...mentioning
confidence: 99%