2021
DOI: 10.1016/j.jneb.2021.07.001
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Designing Video Games for Nutrition Education: A Participatory Approach

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Cited by 5 publications
(6 citation statements)
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References 37 publications
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“…In relation to digital games, 38% of caregivers perceived that the use of digital games for schoolchildren is inadequate. These results are similar to those of a study of schoolchildren and parents in New Zealand [ 57 ], in which parents were involved in the development of a serious game for nutrition education. A major concern was the excessive screen time caused by digital games, which increased sedentary behavior.…”
Section: Discussionsupporting
confidence: 87%
“…In relation to digital games, 38% of caregivers perceived that the use of digital games for schoolchildren is inadequate. These results are similar to those of a study of schoolchildren and parents in New Zealand [ 57 ], in which parents were involved in the development of a serious game for nutrition education. A major concern was the excessive screen time caused by digital games, which increased sedentary behavior.…”
Section: Discussionsupporting
confidence: 87%
“…example, current studies show that these video games have increased knowledge in ural sciences [38], nutrition [39], engineering [40], first aid techniques (Alonso-Ferna et al 2019), second language acquisition [41], programming [42], economics and entr neurship [43], and mathematical concepts [44]. Moreover, these products can imp players' skills.…”
Section: Methodsmentioning
confidence: 86%
“…The use of educational video games can potentially be associated with an increase in knowledge in various didactic subjects and the academic performance of players [37]. For example, current studies show that these video games have increased knowledge in natural sciences [38], nutrition [39], engineering [40], first aid techniques (Alonso-Fernandez et al 2019), second language acquisition [41], programming [42], economics and entrepreneurship [43], and mathematical concepts [44]. Moreover, these products can improve players' skills.…”
Section: Learning Achievements Through Video Gamesmentioning
confidence: 88%
“…Pembelajaran berbasis permainan digital telah diterapkan di banyak mata pelajaran sekolah yang berhubungan dengan sains. Leong et al, (2021) menggunakan pembelajaran berbasis permainan dalam topik nutrisi, menemukan bahwa pendekatan ini lebih efektif dalam meningkatkan efektivitas pembelajaran dan sikap peserta didik sekolah dasar daripada pengajaran yang hanya menggunakan PPT dan bahkan memengaruhi kebiasaan pola belajar peserta didik. Sejalan dengan penelitian tersebut, Martin et al, (2019) Dalam situasi kelas, interaksi guru-peserta didik dan interaksi antar peserta didik memberikan dampak yang mendalam pada proses pembelajaran.…”
Section: Pendahuluanunclassified