2012
DOI: 10.1093/her/cys044
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Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE mates

Abstract: Possessing sufficient nutritional knowledge is a necessary component in the prevention and treatment of obesity. A solid understanding of nutrition can help people make appropriate food selections and can also help correct irrational ideas or myths people may believe about food. It is a challenge to provide this information to children in ways that are exciting. Thus, we propose an online video game platform to deliver the information. The objective of this study was to study the efficacy and acceptability of … Show more

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Cited by 49 publications
(51 citation statements)
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“…In view of this generational change, the use of traditional teaching approaches appears to be insufficient, and the use of information technology tools may increase student motivation. Considering the age of the children who are involved in the MAPEC-Life project (i.e., in their first 3 years of primary school), audiovisual tools and particularly videogames have been recognized as being very efficient for motivating children to actively participate in learning activities (Banos, Cebolla, Oliver, Alcañiz, & Botella, 2012;Yien, Hung, Hwang, & Lin, 2011). Different types of audiovisual aids that convey issues related to air pollution have been produced by various institutions, such as the U.S. Environmental Protection Agency (U.S. EPA, 2015).…”
Section: Discussionmentioning
confidence: 99%
“…In view of this generational change, the use of traditional teaching approaches appears to be insufficient, and the use of information technology tools may increase student motivation. Considering the age of the children who are involved in the MAPEC-Life project (i.e., in their first 3 years of primary school), audiovisual tools and particularly videogames have been recognized as being very efficient for motivating children to actively participate in learning activities (Banos, Cebolla, Oliver, Alcañiz, & Botella, 2012;Yien, Hung, Hwang, & Lin, 2011). Different types of audiovisual aids that convey issues related to air pollution have been produced by various institutions, such as the U.S. Environmental Protection Agency (U.S. EPA, 2015).…”
Section: Discussionmentioning
confidence: 99%
“…Examples of the use of serious games include Blokify which was developed to enhanced students' competencies related to three-dimensional figures and their bidimensional representation by the standard views and perspective [19]. Other examples of serious games are ETIOBE Mates which was developed to improve children's nutritional knowledge [20] and ECOPET which was developed to educate learners to use home-energy conservatively [21]. Finally, one example of making students to build their own video games as part of their learning process is the case provided by Yang and Chang [22] where students designed digital games based on biology course content to increase retention of both course content and critical thinking skills.…”
Section: The Gamification Of Education and Educational Videogames (Evgs)mentioning
confidence: 99%
“…Most studies used previously developed exergames and applied them to the target public in order to verify their efficacy in an educational program. 11,13,15,18,21,[23][24]26 Some researchers used well-known commercial dance games like Dance dance revolution or Just dance, 11,13,18,21,23 while other authors used commercial sports games like PlaySports, Wii sports or Kinect sports 15,24,26 as part of educational health promotion programs.…”
Section: The Use Of Exergames To Cope With Childhood Obesitymentioning
confidence: 99%