Using exergames to promote healthy habits in schools

Date

2022-06-01

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Coadvisor

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Springer, Cham
Language
English

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Abstract

Educating children in healthy lifestyle habits is one of the most effective ways to prevent future diseases such as obesity and improve their health. This chapter presents an educational intervention project to promote healthy lifestyle habits using active video games and gamified activities as a motivational tool towards healthier habits. In particular, we describe the workshops carried out in different primary schools using an active video game called TANGO:H and other gamified tools. The results of these workshops have shown a very high satisfaction with the intervention itself and the active video game.

Keywords

Exergames, Healthy habits, Gamification, Childhood obesity

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conferenceObject

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Citation

Gómez del Río, N., González-González, C. S., Barrios Fleitas, Y., Toledo-Delgado, P. A., García-Peñalvo, F. J., & Moreira, F. (2022). Using exergames to promote healthy habits in schools. In T. T. Primo, A. S. Gomes, F. Moreira, & C. Collazos (Eds.), Advanced Virtual Environments and Education. WAVE 2021. Communications in Computer and Information Science, (vol. 1425, pp. 134-146). Springer, Cham. https://doi.org/10.1007/978-3-031-07018-1_11. Repositório Institucional UPT. http://hdl.handle.net/11328/4385

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978-3-031-07017-4 (Print)
978-3-031-07018-1 (Online)

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