2018
DOI: 10.1016/j.procs.2018.10.016
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Planning a health promotion program: Mobile app gamification as a tool to engage adolescents

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Cited by 21 publications
(24 citation statements)
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“…Physical activity can improve monoamine levels by increasing endorphin levels [ 69 ] and decrease cortisol secretion levels [ 70 ]. Likewise, it is important to take into account active methodologies that make students a protagonist in the acquisition of healthy habits through positive experiences that amuse them while consolidating the healthy habits learned [ 14 ].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Physical activity can improve monoamine levels by increasing endorphin levels [ 69 ] and decrease cortisol secretion levels [ 70 ]. Likewise, it is important to take into account active methodologies that make students a protagonist in the acquisition of healthy habits through positive experiences that amuse them while consolidating the healthy habits learned [ 14 ].…”
Section: Discussionmentioning
confidence: 99%
“…In this sense, it is important to highlight the role of the teacher and learning styles as an important figure in the development and promotion of healthy lifestyle [13]. Specifically, styles such as gamification [14] or cooperative learning [15] have focused on promoting healthy habits to improve body composition, physical activity, self-concept, and quality of life.…”
Section: Introductionmentioning
confidence: 99%
“…There are different studies on educational programs that prove the efficacy of caloric expenditure associated with the use of exergames [13][14][15][16][17], as well as the effectiveness of using technologies and gamification with children to promote healthy habits in the short term [18,19]. But there are few studies in the literature that evaluate the real effectiveness of using videogames as a means to promote long-term physical activity among children and adolescents, and very few that focus on their use as part of treating obese children, probably because it is a relatively new phenomenon [20,21].…”
Section: Related Workmentioning
confidence: 99%
“…Gamification can be defined as incorporating the element of gameplay into a non-game context (Thiel, 2016;Wong & Kwok, 2016). It is also called turning an existing structure into a game, encouraging players to take part (Pernencar et al, 2018;Wong & Kwok, 2016).…”
Section: Gamificationmentioning
confidence: 99%