2018
DOI: 10.1080/07315724.2018.1476929
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Rationale and Design of an Online Educational Program Using Game-Based Learning to Improve Nutrition and Physical Activity Outcomes Among University Students in the United Kingdom

Abstract: The study will provide insights with regard to the design and use of online game-playing as a cost-effective approach to improve nutritional knowledge among university students.

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Cited by 14 publications
(9 citation statements)
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References 31 publications
(11 reference statements)
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“…Being overweight (body mass index of 25 or higher) and its associated pathologies have become a problem in society nowadays, which is why the importance of following a healthy diet and lifestyle has gained much prominence [1,2,3]. The diet models that exist in the world are numerous and varied, each one with particular characteristics [3].…”
Section: Introductionmentioning
confidence: 99%
“…Being overweight (body mass index of 25 or higher) and its associated pathologies have become a problem in society nowadays, which is why the importance of following a healthy diet and lifestyle has gained much prominence [1,2,3]. The diet models that exist in the world are numerous and varied, each one with particular characteristics [3].…”
Section: Introductionmentioning
confidence: 99%
“…Hence, they allowed the collective and collaborative construction of strategies for less industrially processed food, more planned, shared, and suitable for university life. Considering that a large part of the web-based interventions with university students works with standard messages, this course, based on Popular Education, presented an innovative approach close to the students' realities [6,16,17,23]. The role of students as tutors was essential to reach peers and promote the construction of knowledge and practices in a sensitive way and connected to the universe of college life.…”
Section: Discussionmentioning
confidence: 99%
“…Thus, there is a need to investigate the dietary practices of university students and develop viable and appropriate intervention strategies focusing on the students' realities [5,9]. Various food and nutritional intervention programs targeting young adults in university have been adopting information and communication technologies, and studies in this field are fundamental in the current context, especially when utilizing innovative virtual learning environments and participatory methodologies [6,16,17]. Educational interventions should foster comprehensive discussions about food systems, and eating habits under culture, environment and society debates [15].…”
Section: Introductionmentioning
confidence: 99%
“…Studies into the use of gamification for obesity and weight control are generally related to training or education (Sousa et al , 2019a, 2019b; Holzmann et al , 2019; Azevedo et al , 2019; Belogianni et al , 2019; Dassen et al , 2018; Van Lippevelde et al , 2016; González et al , 2016; Block et al , 2015) and physical activities (Hammedi et al , 2017; Patel et al , 2019; Edney et al , 2019; Fortunato et al , 2019; Sanders et al , 2019; Fang et al , 2019; Ahn et al , 2019; Harrison et al , 2019; Kurtzman et al , 2018; Mitchell et al , 2017; Van Mierlo et al , 2016) or both (Sanders et al , 2019; Timpel et al , 2018; Knight et al , 2018) and most of the studies use self-monitoring. Besides these, studies suggesting that gamification can actively encourage healthy dietary preferences are limited and are mostly associated with healthy nutrition education, ignoring external factors (such as promotion) that affect healthy dietary preferences.…”
Section: Introductionmentioning
confidence: 99%