Childhood obesity and overweight rates are increasing in an exponential way. This type of diet-related health problem has consequences, not only at present but also for children’s future lives. For these reasons, it is very important to find a solution, which could be nutrition intervention programs. The main objective of this article is to investigate the effectiveness of nutrition intervention programs in children aged 3–12 around the world. We used SCOPUS, Web of Science, and PubMed databases to carry out this systematic review and we followed the PRISMA statement. Two authors conducted literature searches independently, finding a total of 138 articles. Finally, after a thorough screening, a total of 19 articles were selected for detailed analysis. The results show that, in general, nutrition intervention programs are effective in improving knowledge and behaviors about healthy habits, and, consequently, that the body mass index value is reduced. However, it is true that we found differences between the incomes of families and geographical areas. In conclusion, we encourage school centers to consider including these types of programs in their educational program and bring awareness of the importance of families too.
Even though video games have been present among children for many years, children are using them more continuously and in an abusive and indiscriminate way nowadays because of the “technological boom”. It is affecting the behavior of children and adolescents. This is the reason why we are carrying out this systematic review. The main objective of this article is to investigate literature that directly connects the continuous and undifferentiated use of video games with the emergence of behavioral disorders in children and young people. The PRISMA statement was followed in the process of this article. We used SCOPUS, Web of Science and PubMed as databases, moreover, we searched studies with a scoping review. The results indisputably supported six out of seven of our hypotheses. We find that the excessive use of video games causes addiction to technology, aggressive behaviors, sleep disorders, and poor school performance. In addition, it hinders social relationships and the development of emotional intelligence. To conclude, it is necessary to correctly use video games in particular, and technologies in general, adapting their content to children’s age, as well as the amount of time that they dedicate to use them.
Confinement due to the COVID-19 pandemic has hastened an educational shift from face-to-face to online classrooms. This distanced education seeks to achieve learning goals mediated by technology as they would be achieved in the face-to-face classroom, without ignoring the psychological and social impact that COVID-19 has had on students and teachers. Faced with this situation, the use of online educational escape rooms has been proposed as a motivating strategy for students to review curriculum content in a cooperative and fun way. A qualitative investigation was carried out to explore the perceptions of university students in the Social Education degree program after the implementation of an educational escape room. Our main findings are that most students found that it allowed them to interact with their peers beyond traditional education, that it was useful for their learning and that it was a pleasant activity. However, it was also mentioned that it can be a stressful activity as being an online activity, some students may have connectivity problems. It is concluded that online escape rooms can be active and effective learning strategies for university students.
Los estudiantes pertenecientes a zonas de necesidad de transformación social tienden a tener una menor motivación académica y desarrollan bajas expectativas respecto a sus capacidades. Esta investigación expone el uso didáctico de los juegos de mesa a través de un programa que trabaja los procesos léxicos, semánticos y sintácticos. Se realizó un diseño cuantitativo pretest-postest donde se evaluó la eficacia del programa con la batería PROLEC-SE. Participaron 27 estudiantes de un centro español ubicado en zonas de necesidad de transformación social. Los resultados muestran que el grupo se benefició del programa, observándose diferencias estadísticamente significativas en lectura de palabras y pseudopalabras, velocidad de palabras y pseudopalabras y de texto, emparejamiento imagen-oración, signos de puntuación y comprensión lectora. Se concluye que el aprendizaje basado en juego puede ser un refuerzo positivo para el desarrollo de los procesos lectores en el alumnado en zonas de necesidad de transformación social.
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