Promoting Healthy Nutrition through Educational Escape Games

Tal Yachin, M. Barak
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引用次数: 5

Abstract

Aim/Purpose: The increased production of processed food, rapid urbanization, and changing lifestyles have led to a shift in dietary patterns so people are now consuming more unhealthy foods. To change unhealthy dietary patterns, there is a need to educate the individuals to keep a balanced diet that is rich in nutritional requirements. One way to educate a heterogeneous population, from preschool to adults, is by learning through games. Background: In recent years, the use of games as a pedagogical method is gaining momen-tum. Game-based learning (GBL) refers to any learning environments or activities that use games to support learning and teaching. GBL enables learners to practice skills that traditional teaching may not offer and promote more efficient learning. GBL includes various types of games; one of them is escape games (EG), which have become a popular trend in the world. Because EG are a relatively new phenomenon, the research on their development and educational value is still in its initial stages. Methodology: The current study is set to develop a methodology for ‘educational EG’ and to examine its role in promoting knowledge, awareness, and motivation toward a healthy nutrition. The study’s theoretical framework is guided by the situated learning theory, as EG are situated in a unique setting that instigates interactions between the players and between them and the learning environment. The research questions are 1. What is the educational potential of escape games? 2. Whether and how can EG promote knowledge, awareness, and motivation toward a healthy nutrition? 3. What are the predicting factors of knowledge, awareness, and motivation toward a healthy nutrition, in the context of educational EG? Contribution: The research’s contributions are in three levels: In the theoretical level, the study contributes a layer of knowledge on situated learning environments, offering a new model for the development and implementation of educational EG. In the methodological level, the study presents valid and reliable research tools for examining the effectiveness of educational EG. In the practical level, the study provides a tangible EG kit on healthy nutrition. Findings: Initial findings indicated on an overall increase in the participants’ positive views about EG as a situated learning environment. The findings also indicated that participation in an EG has a potential to promote knowledge and awareness of nutrition-related issues. The players’ motivation to learn about nutrition increased after participating in the game, mainly due to an increase in their sense of self-efficacy.
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透过益智逃生游戏推广健康营养
目的/目的:加工食品产量的增加、快速城市化和生活方式的改变导致了饮食模式的转变,因此人们现在消费更多的不健康食品。为了改变不健康的饮食模式,有必要教育个人保持营养丰富的均衡饮食。从学龄前儿童到成年人,教育异质人群的一种方法是通过游戏学习。背景:近年来,将游戏作为一种教学方法的势头正在增强。基于游戏的学习(GBL)是指任何使用游戏来支持学习和教学的学习环境或活动。GBL使学习者能够练习传统教学可能无法提供的技能,并促进更有效的学习。GBL包括各种类型的游戏;其中之一是逃脱游戏(EG),这已经成为世界上流行的趋势。由于EG是一个比较新的现象,对其发展和教育价值的研究还处于起步阶段。方法:目前的研究旨在为“教育EG”制定一种方法,并检查其在促进健康营养的知识、意识和动机方面的作用。该研究的理论框架以情境学习理论为指导,因为EG处于一个独特的环境中,激发了参与者之间以及他们与学习环境之间的互动。研究问题是1。逃脱游戏的教育潜力是什么?2. EG是否以及如何促进健康营养的知识、意识和动机?3.在教育EG的背景下,健康营养的知识、意识和动机的预测因素是什么?贡献:本研究的贡献体现在三个层面:在理论层面,本研究提供了一层关于情境学习环境的知识,为教育EG的发展和实施提供了新的模式;在方法层面,本研究为检验教育EG的有效性提供了有效可靠的研究工具。在实践层面,本研究为健康营养提供了切实可行的EG试剂盒。研究结果:初步研究结果表明,参与者对EG作为情境学习环境的积极看法总体上有所增加。研究结果还表明,参与EG有可能促进对营养相关问题的认识和认识。参与者在参与游戏后学习营养的动机增加,主要是由于自我效能感的增加。
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