Full screen

Share

An emergency room was the general narrative, the performance of the participants as doctors who diagnosed themselves. While they met the challenges about nutrition topics, they lived an experience of participation with the motivation through the game and allowed their characterization. its recreation applied to the nutritional education.
The nutrition category of the test, It collects three topics to which the participants answered, through a gamified strategy.
  • Is my diet balanced?
  • I eat a lot of sugar, salt, or junk or fatty foods.
  • I am over my ideal weight

The strategy
Take a picture to more information 
about us research
In conclusion "The ludic-recreational strategies favor the understanding of significant learning for the boys, girls and adolescents in nutritional education, since they strengthen previous knowledge by executing the activities in a dynamic way, encouraging them to participate actively since this made it possible for the boys, girls and adolescents to have other scenarios of family union."
Results
Objective
Characterize the population participating in the "Program for the promotion of the enjoyment of healthy environments" with the purpose of formulate and implement actions of gamification applied to the nutritional education in NNA of the UPZ 19 and 71 of the locality of Suba Bogotá. 
The evaluated population is characterized by the fact that children and adolescents have an ideal weight and a healthy life, which can be threatened by the consumption of junk food, the poor quality of the meals offered by their parents and self-medication..
Studies warn about the increase in the prevalence of malnutrition due to excess, sedentary lifestyle, sedentary lifestyle and decreased physical capacity in children and adolescents, so measuring their nutritional levels requires strategies based on recreation that allow participation genuine and at the same time learning. Gamification becomes a powerful methodology for health promotion.
The variable that summarizes the nutrition component did not fit a normal distribution curve (Shapiro-Wilk=0.89; p<0.001). carried out the Mann-Whitney U test to compare the medians between the groups, children and adolescents.
Significant differences were found in the median distribution of the nutrition score in children and adolescents (Mann-Whitney U=134; p=0.002), with this component being better in children, information that led to prioritizing strategies in the population of adolescents, carried out from the joint actions consolidated with the community, using playful-recreational strategies from the methodology of Presence Mediated by Technology.
¿Who?
Participated in the process were 18 boys, girls and 30 adolescents between 5 and 18 years of age,  national and migrant population, schooled and unschooled,
in addition to this there was a training work for community mothers who operate in this sector.
A qualitative study was implemented based on the participatory action research method (IAP). The FANTASTIC test was implemented and focus groups were developed that allowed prioritizing the needs and preferences of the Nboys, girtls ands adolescents to formulate and implement actions of gamification applied to the nutritional education in NNA.  
Methods
C. Castro*, 1, L. J. Ruiz *, V. Sierra *, D. Piratova *, F. Fonseca *, J. P. Romero *, D. Mendoza *, L. Acosta **, M. Paez *** 
*Universidad Santo Tomás, Bogotá, **Universidad Santo Tomás, Tunja, ***Universidad Santo Tomás, Villavicencio, Colombia.

APPLIED TO THE NUTRITIONAL EDUCATION IN BOYS, GIRLS AND ADOLESCENTS OF THE UPZ 19 AND 71 OF THE LOCALITY OF SUBA BOGOTÁ 
ESPEN22- P326 
GAMIFICATION
Want to create interactive content? It’s easy in Genially!

Abstract Submission Identifier: ESPEN22-ABS-1230 GAMIFICATION APPLIED TO THE NUTRITIONAL EDUCATION IN BOYS, GIRLS AND ADOLESCENTS OF THE UPZ 19 AND 71 OF THE LOCALITY OF SUBA BOGOTÁ C. Castro*, 1, L. J. Ruiz 1, V. Sierra 1, D. Piratova 1, F. Fonseca 1, J. P. Romero 1, D. Mendoza 1, L. Acosta 2, M.

Over 30 million people create interactive content in Genially

Check out what others have designed:

Transcript

An emergency room was the general narrative, the performance of the participants as doctors who diagnosed themselves. While they met the challenges about nutrition topics, they lived an experience of participation with the motivation through the game and allowed their characterization. its recreation applied to the nutritional education.

The nutrition category of the test, It collects three topics to which the participants answered, through a gamified strategy.

  • Is my diet balanced?
  • I eat a lot of sugar, salt, or junk or fatty foods.
  • I am over my ideal weight

The strategy

Results

Objective

Characterize the population participating in the "Program for the promotion of the enjoyment of healthy environments" with the purpose of formulate and implement actions of gamification applied to the nutritional education in NNA of the UPZ 19 and 71 of the locality of Suba Bogotá.

The evaluated population is characterized by the fact that children and adolescents have an ideal weight and a healthy life, which can be threatened by the consumption of junk food, the poor quality of the meals offered by their parents and self-medication..

Studies warn about the increase in the prevalence of malnutrition due to excess, sedentary lifestyle, sedentary lifestyle and decreased physical capacity in children and adolescents, so measuring their nutritional levels requires strategies based on recreation that allow participation genuine and at the same time learning. Gamification becomes a powerful methodology for health promotion.

In conclusion "The ludic-recreational strategies favor the understanding of significant learning for the boys, girls and adolescents in nutritional education, since they strengthen previous knowledge by executing the activities in a dynamic way, encouraging them to participate actively since this made it possible for the boys, girls and adolescents to have other scenarios of family union."

Take a picture to more information about us research

The variable that summarizes the nutrition component did not fit a normal distribution curve (Shapiro-Wilk=0.89; p<0.001). carried out the Mann-Whitney U test to compare the medians between the groups, children and adolescents.

Significant differences were found in the median distribution of the nutrition score in children and adolescents (Mann-Whitney U=134; p=0.002), with this component being better in children, information that led to prioritizing strategies in the population of adolescents, carried out from the joint actions consolidated with the community, using playful-recreational strategies from the methodology of Presence Mediated by Technology.

Participated in the process were 18 boys, girls and 30 adolescents between 5 and 18 years of age, national and migrant population, schooled and unschooled,in addition to this there was a training work for community mothers who operate in this sector.

¿Who?

A qualitative study was implemented based on the participatory action research method (IAP). The FANTASTIC test was implemented and focus groups were developed that allowed prioritizing the needs and preferences of the Nboys, girtls ands adolescents to formulate and implement actions of gamification applied to the nutritional education in NNA.

Methods

C. Castro*, 1, L. J. Ruiz *, V. Sierra *, D. Piratova *, F. Fonseca *, J. P. Romero *, D. Mendoza *, L. Acosta **, M. Paez *** *Universidad Santo Tomás, Bogotá, **Universidad Santo Tomás, Tunja, ***Universidad Santo Tomás, Villavicencio, Colombia.

APPLIED TO THE NUTRITIONAL EDUCATION IN BOYS, GIRLS AND ADOLESCENTS OF THE UPZ 19 AND 71 OF THE LOCALITY OF SUBA BOGOTÁ

ESPEN22- P326

GAMIFICATION

Show draggable elements