Gonzalez (2016) Learning healthy lifestyles through active video games, motor games and the gamification of educational activities

Thesis/Purpose: Gonzales talks about promoting ways of developing healthy lifestyles and overcoming obesity in children by finding motivations within playing video games brings awareness and insight to the issue.

The specific objectives of the study itself were purposeful in analyzing the before and after habits and lifestyles that children and families that are overweight practice on a daily basis. The study was created in order to accumulate accurate results of information on habits of healthy behaviors and health myths. My doing this study, the data and article bring awareness to the effectiveness and importance of intervening in order to promote healthy lifestyle habits. The study consists of measuring the amounts of motivation that video games and motor games may have to promote physical activity.

Methods: The study was conducted and arranged into three separate phases. The first phase consisted of selecting a sample of people. Each person in the sample took measurements and were assessed based on their environment, and the risk factors and health habits that they had acquired. The children in the sample were asked about their knowledge of their families through questionnaires and surveys.

The second phase was conducted by analyzing the children from the sample. The children were asked if they ever participated in helping their families adopt “healthy habits and lifestyles”. After this there were group sessions where the children had to attend for one hour two times per week for thirty minutes exactly for three months. The three months were from September to December. At the sessions, the sample of children were instructed to play motor games and participate in activities in pairings on a high activity video game that related to content of healthy habits. When the sample people were at home, they were instructed to play thirty minutes of Wii Fit Plus twice per week. The adults from the sample had to attend a session that lasted 90 minutes and discussed three specific topics. The topics were as follows: “healthy lifestyle habits, obesity as a disease, and false beliefs about video games.”

In the third and final phase of the study, the data was surveyed and collected for analysis for later. The third phase consisted of a prospective study that lasted the duration of one year. In order to make this happen, they set up a control group and an experimental group to compare one another. The controlled group were “overweight children NOT participating in the intervention program” and consisted of ten to fifteen children. The experimental group were “overweight children participating in the intervention program” and consisted of ten to fifteen children as well.

Comparison to other material: This material compares to other materials because it is much more complex in its data makeup. This study was conducted in three separate phases in order to ensure enough results that could be analyzed. The days consisted of children and adults in the sample size.

Keywords: informal learning, healthy lifestyles, active video games, motor play, gamification in education, obesity, and overweight.

On the (non)existence/impact/nature of bias: The bias that can be identified would be that the collected data was being tested during the months of September through December which could have impacted data due to the season. A lot of people tend to stay inside during these months due to bad weather and that can impact physical and mental habits. Whereas if they did the study during the summer time too they could compare results and distinguish if seasons have anything to do with physical health.

On the nature of learning: Playing video games may be able to influence and encourage physical activity. By playing physcal acticity induced video games, children and parents who are overwight or obese get an inside approach to healthy habits. The Wii Fit game may build up confidence in sports and encourage them to play this on a team or outside. The learning aspect from this study is that video games can influence children and adults in a healthy way and encourage better and healthier lifestyle habits.

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