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

dc.contributor.authorBastida, Leire
dc.contributor.authorMoya, Ana
dc.contributor.authorGaeta, Eugenio
dc.contributor.authorde Vasconcelos Filho, José Eurico
dc.contributor.authorGabler, Felicia
dc.contributor.institutionADV_INTER_PLAT
dc.date.issued2019
dc.descriptionPublisher Copyright: Copyright © 2019 for this paper by its authors.
dc.description.abstractChildhood 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.en
dc.description.statusPeer reviewed
dc.format.extent2191026
dc.identifier.citationBastida , 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 .
dc.identifier.issn1613-0073
dc.identifier.otherresearchoutputwizard: 11556/819
dc.identifier.urlhttp://www.scopus.com/inward/record.url?scp=85075100118&partnerID=8YFLogxK
dc.language.isoeng
dc.relation.ispartofCEUR Workshop Proceedings
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subject.keywordsChildhood obesity
dc.subject.keywordsGamification
dc.subject.keywordsHealthy habits
dc.subject.keywordsIoT
dc.subject.keywordsPlayful learning
dc.subject.keywordsChildhood obesity
dc.subject.keywordsGamification
dc.subject.keywordsHealthy habits
dc.subject.keywordsIoT
dc.subject.keywordsPlayful learning
dc.subject.keywordsGeneral Computer Science
dc.subject.keywordsSDG 3 - Good Health and Well-being
dc.subject.keywordsProject ID
dc.subject.keywordsinfo:eu-repo/grantAgreement/EC/H2020/777082/EU/smart childhood Obesity CARing solution using IoT potential/OCARIoT
dc.subject.keywordsinfo:eu-repo/grantAgreement/EC/H2020/777082/EU/smart childhood Obesity CARing solution using IoT potential/OCARIoT
dc.subject.keywordsFunding Info
dc.subject.keywordsThe 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).
dc.subject.keywordsThe 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).
dc.titleThe Power of Gamification to Learn and Promote Healthy Habits among Childrenen
dc.typeconference output
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