Gamification to Engage Healthy Habits in Socially Deprived Secondary School Students
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URI: http://hdl.handle.net/10835/17365
DOI: https://doi.org/10.47197/retos.v53.102849
DOI: https://doi.org/10.47197/retos.v53.102849
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Rodríguez Ferrer, José Miguel; Manzano León, Ana; Tadeu, Pedro; Camacho Sánchez, Rubén; Aguilar Parra, José ManuelFecha
2024Resumen
A sedentary lifestyle, unhealthy eating habits, and substance abuse are increasingly prevalent among adolescents, necessitating effective interventions within educational environments. This study aimed to assess the effectiveness of a fifteen-week gamified intervention to promote healthy habits among 314 secondary school students residing in socially deprived areas. The gamified PBL (Points-Badges and Leaderboard) approach offers a promising strategy to engage students, enhance their knowledge, and influence their physical activity, nutrition, and substance consumption behaviors. Employing a pre-post-test design with a control group, data were collected through Kimed and IPAQ questionnaires evaluating participants' habits. Results revealed statistically significant differences between pretest and post-test scores in the experimental group and significant differences favoring the experimental group. Participating students exhibited improved physical activity and nutrition, alongside a r...
Palabra/s clave
Gamification
Balanced nutrition
Harmful substance consumption
Secondary school students