Abstract
Childhood obesity is one of the biggest paediatric public health concern, affecting more than one in three schoolaged children in countries like Spain, Brazil and Greece. This paper describes the gamification approach used in the OCARIoT project in order to promote a long-term behavioral change towards healthy habits in children between 9 and 12 years old. This gamification approach has been designed and validated following a user centricapproach, with a gender-balanced population of around 100 children aged 9 to 12, in four schools in Spain, Greece and Brazil.
| Original language | English |
|---|---|
| Journal | CEUR Workshop Proceedings |
| Volume | 2497 |
| Issue number | Session 2: Beyond the classroom |
| Publication status | Published - 2019 |
| Event | 3rd International Symposium on Gamification and Games for Learning, GamiLearn 2019 - Barcelona, Spain Duration: 22 Oct 2019 → … |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 3 Good Health and Well-being
Keywords
- Childhood obesity
- Gamification
- Healthy habits
- IoT
- Playful learning
Project and Funding Information
- Project ID
- info:eu-repo/grantAgreement/EC/H2020/777082/EU/smart childhood Obesity CARing solution using IoT potential/OCARIoT
- Funding Info
- The authors gratefully acknowledge funding from the European Union's Horizon 2020 program under the grant agreement nº 777082 and the Brazilian's Ministry of Science, Technology, Innovation and Communication through RNP, agreement nº 3007 (www.ocariot.com).
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