The Power of Gamification to Learn and Promote Healthy Habits among Children
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2019
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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.
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Publisher Copyright: Copyright © 2019 for this paper by its authors.
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Childhood obesity , Gamification , Healthy habits , IoT , Playful learning , Childhood obesity , Gamification , Healthy habits , IoT , Playful learning , General Computer Science , SDG 3 - Good Health and Well-being , Project ID , info:eu-repo/grantAgreement/EC/H2020/777082/EU/smart childhood Obesity CARing solution using IoT potential/OCARIoT , 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). , 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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Bastida , L , Moya , A , Gaeta , E , de Vasconcelos Filho , J E & Gabler , F 2019 , ' The Power of Gamification to Learn and Promote Healthy Habits among Children ' , CEUR Workshop Proceedings , vol. 2497 , no. Session 2: Beyond the classroom .