The Power of Gamification to Learn and Promote Healthy Habits among Children

Leire Bastida, Ana Moya, Eugenio Gaeta, José Eurico de Vasconcelos Filho, Felicia Gabler

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2 Citas (Scopus)
13 Descargas (Pure)

Resumen

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.
Idioma originalInglés
PublicaciónCEUR Workshop Proceedings
Volumen2497
N.ºSession 2: Beyond the classroom
EstadoPublicada - 2019
Evento3rd International Symposium on Gamification and Games for Learning, GamiLearn 2019 - Barcelona, Espana
Duración: 22 oct 2019 → …

Palabras clave

  • 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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