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Gamified educational programme for childhood obesity

机译:童年肥胖的赌博教育计划

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Physical and active games can attract young people and children to have regular physical exercise and to promote healthy habits. The PROVITAO project has developed a gamified educational program for healthy habits, based on video games assets and motor games. The developed program consists of a plan of activities specifically designed on healthy habits with motor games, commercial video games (WII fit plus and apps) and own such as TANGO:H, that they can be developed at home and in group face-to-face sessions. PROVITAO was applied to a total of 45 children and girls with childhood obesity and their caregivers during the school year, in two phases. The design of the research used It was a mixed type with two control groups (GC) and two experimental groups (GE). The project has created and validated a frame of reference for emotional intervention, monitoring and evaluation, biomedical, interactive, social, psychological and educational, based on games, applied to the treatment of childhood obesity and prevention of complications associated, in addition, with different technological products (exergames, serious games, webapps, sensory libraries, wareable devices, etc.).
机译:物理和活跃的游戏可以吸引年轻人和孩子们经常进行体育锻炼并促进健康的习惯。基于电子游戏资产和运动游戏,Provitao项目已开发出用于健康习惯的娱乐教育计划。开发的计划包括一项专门设计在与运动游戏,商业视频游戏(Wii Fit Plus和Apps)的健康习惯设计的活动计划,并拥有探戈:H,即它们可以在家里和集团面对 - 面部会议。 Provitao在学年期间共有45名儿童肥胖及其护理人员,共有45名儿童肥胖和监护者。使用该研究的设计是一种混合型,具有两个对照组(GC)和两组实验组(GE)。该项目已创建并验证了一个参考情感干预,监测和评估,生物医学,互动,社会,心理和教育,基于游戏的互动,应用于儿童肥胖和预防相关的并发症,另外不同技术产品(Exergames,严肃的游戏,WebApps,Sensory Letaries,可靠性设备等)。

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