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Subhashree Mohapatra; Rahul Mohandas – Health Education, 2025
Purpose: Since youngsters are being extensively engaged with digital devices these days, integrating digital technologies into food and nutrition education programs, stands out as a viable method. The current systematic review aimed to assess the available literature on the effectiveness of digital edutainment games on nutrition behavior of…
Descriptors: Game Based Learning, Nutrition Instruction, Health Behavior, Eating Habits
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Ismail, Mohamad Izwan; Aazmi, Shafiq; Nazamuddin, Aisyah; Joseph, Stefanie Natasha Rich Anak; Hamid, Syahrul Bariah Abdul; Abdullah, Bahiyah; Daud, Suzanna – Asian Journal of University Education, 2022
Changes in antenatal gut microbiota (GM) have been associated with gestational diabetes and obesity which are influenced by diet and lifestyle. Gamification can be used as an interactive health education tool to convey this concept to the public. Thus, we designed an interactive story titled 'MoM: Microbiome of Maternity' highlighting the…
Descriptors: Curriculum Development, Curriculum Implementation, Role Playing, Game Based Learning
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Pamukcu, Bahattin Selim; Çakir, Hasan – Journal of Learning and Teaching in Digital Age, 2021
To increase the benefits of three-dimensional exercise games, the steps to develop these games need to be effective and efficient. The purpose of this study is to determine the game development model used in the design of three-dimensional games for exercise to create effective, efficient, usable, and safe games for users. In this article, studies…
Descriptors: Exercise, Games, Game Based Learning, Program Development
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Murphy, John; Sweeney, Mary Rose; McGrane, Bronagh – Health Education Journal, 2022
Objective: To examine the impact of a self-determination theory-informed school-based lunchtime games intervention on wellbeing and symptoms of anxiety and depression among adolescent girls in Ireland. Design: Non-randomised controlled intervention design. Method: This self-determination theory-informed intervention consisted of lunchtime games…
Descriptors: Game Based Learning, Well Being, Females, Self Determination
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Fernandez-Rio, Javier; Zumajo-Flores, Marc; Flores-Aguilar, Gonzalo – European Physical Education Review, 2022
The aim of the present study was to compare the possible effects of a gamified programme and a traditional instructional approach in secondary physical education at the level of intrinsic motivation, autonomy satisfaction, competence satisfaction, relatedness satisfaction, and intention to be physically active. A total of 54 year-nine students (14…
Descriptors: Physical Education, Grade 9, Student Satisfaction, Personal Autonomy