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通过游戏化方法改善大学生的健康生活习惯

[Improvement of healthy lifestyle habits in university students through a gamification approach].

作者信息

Pérez López Isaac José, Rivera García Enrique, Delgado-Fernández Manuel

机构信息

Universidad de Granada.

出版信息

Nutr Hosp. 2017 Jul 28;34(4):942-951. doi: 10.20960/nh.669.

Abstract

INTRODUCTION

Health education is one of the primary tools for health promotion, especially for those that will be responsible for educating on healthy habits in the future.

OBJECTIVE

To improve healthy lifestyle habits in university students through an educational intervention based on gamification.

METHOD

A cuasiexperimental design of two groups (i.e., experimental groups and control group) with pretest and postest measurements was carried out. A 4-month intervention was implemented in 148 students from the Physical Activity and Sport Sciences university degree. Habits related to diet and physical activity were evaluated using a questionnaire (scaled from -40 a +50) and the teaching-learning process through a qualitative analysis.

RESULTS

At the end of the intervention, a very significant improvement was found in the global value of the healthy lifestyle habits of the experimental group (+13,5), highlighting the improvement obtained in its higher level of compliance in the breakfast (53,4%), in the number of diary meals (31,5%), in the reduction of the consumption of soft-drinks (19,2%) and in the increase of physical activity level, with an improvement of 12,3% of participants with respect to the baseline levels. On the other hand, no significant improvements were found in the control group.

CONCLUSIONS

An educational intervention based on gamification improves healthy lifestyle habits of the students.

摘要

引言

健康教育是促进健康的主要工具之一,尤其对于那些未来将负责开展健康习惯教育的人而言。

目的

通过基于游戏化的教育干预,改善大学生的健康生活方式习惯。

方法

采用两组(即实验组和对照组)的准实验设计,并进行前测和后测。对体育活动与运动科学专业的148名学生实施了为期4个月的干预。使用问卷(评分范围为-40至+50)评估与饮食和体育活动相关的习惯,并通过定性分析评估教学过程。

结果

干预结束时,实验组健康生活方式习惯的总体得分有非常显著的提高(+13.5),突出表现在早餐的更高依从水平(53.4%)、每日用餐次数(31.5%)、软饮料消费量的减少(19.2%)以及体育活动水平的提高,与基线水平相比,参与者中有12.3%的人得到改善。另一方面,对照组未发现显著改善。

结论

基于游戏化的教育干预可改善学生的健康生活方式习惯。

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