Updating the Foodbot Factory serious game with new interactive engaging features and enhanced educational content.

Serious games (i.e., digital games designed for educational purposes) can foster positive learning attitudes and are increasingly used as educational tools. Foodbot Factory is a serious game application (app) that helps children learn about healthy eating based on Canada's Food Guide principles and...

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Publicado en:Applied Physiology, Nutrition & Metabolism Vol. 49; no. 1; pp. 52 - 64
Autores principales: Franco-Arellano, Beatriz, Brown, Jacqueline Marie, Daggett, Quinn, Lockhart, Courtney, Kapralos, Bill, LeSage, Ann, Arcand, JoAnne
Formato: pictorial research tables/charts Journal Article
Publicado: Canadian Science Publishing Jan2024
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jan2024
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      pub: Canadian Science Publishing
      place: Ottawa, Ontario
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        10.1139/apnm-2023-0214
        174565098
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        atl: Updating the Foodbot Factory serious game with new interactive engaging features and enhanced educational content.
      aug:
        au:
          Franco-Arellano, Beatriz
          Brown, Jacqueline Marie
          Daggett, Quinn
          Lockhart, Courtney
          Kapralos, Bill
          LeSage, Ann
          Arcand, JoAnne
      sug:
        subj:
          Health Education Methods
          Gamification Education
          Augmented Reality
          Health Knowledge
          Funding Source
          Human
          Child
          Canada
          Descriptive Statistics
          Nutritional Status
          Diffusion of Innovation
          Health Literacy
          Child Health
          Obesity
          Deep Learning
          Video Games Education
          Behavioral Changes
          Aesthetics
          Cognition
          Child: 6-12 years
      ab: Serious games (i.e., digital games designed for educational purposes) can foster positive learning attitudes and are increasingly used as educational tools. Foodbot Factory is a serious game application (app) that helps children learn about healthy eating based on Canada's Food Guide principles and has demonstrated to increase nutrition knowledge among this group. This paper describes the process followed to expand Foodbot Factory's educational content and integrate immersive technologies and innovative features into the app. The revision process, which was guided by the Obesity-Related Behavioral Intervention Trials model, included the following phases: first, an interdisciplinary team of nutrition scientists, education experts, and computer scientists analyzed data from the original pilot study, recently published literature, and feedback from stakeholders to define areas to improve Foodbot Factory. The five original Foodbot Factory modules were evaluated by the team during weekly meetings, where the educational content, interactive features, and other elements that required updates (e.g., aesthetics and accessibility) were identified. Second, prototypes were created and refined until a final version of Foodbot Factory was approved. Nineteen children tested the updated Foodbot Factory and found it "easy to use" (89%) and "fun" (95%). The new version of Foodbot Factory contains 19 learning objectives, including 13 original and six new objectives. Interactive engagement features in the updated Foodbot Factory included augmented reality incorporated into two learning modules; new mini-games were created, including a memory game; an overhaul of the aesthetics; (e.g., new food images); and accessibility features were included to support users with cognitive and vision disabilities.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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