Author
Listed:
- Tracey Ledoux
- Melissa Griffith
- Debbe Thompson
- Nga Nguyen
- Kathy Watson
- Janice Baranowski
- Richard Buday
- Dina Abdelsamad
- Tom Baranowski
Abstract
Background. Playing Escape from Diab (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance . 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim. This article describes the process of designing and developing the educational mini-games . A second purpose is to explore the experience of children while playing the games. Method. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition , PA, and video game experts designed, developed, and tested the mini-games. Results. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging . Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes .
Suggested Citation
Tracey Ledoux & Melissa Griffith & Debbe Thompson & Nga Nguyen & Kathy Watson & Janice Baranowski & Richard Buday & Dina Abdelsamad & Tom Baranowski, 2016.
"An Educational Video Game for Nutrition of Young People,"
Simulation & Gaming, , vol. 47(4), pages 490-516, August.
Handle:
RePEc:sae:simgam:v:47:y:2016:i:4:p:490-516
DOI: 10.1177/1046878116633331
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