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ERIC Number: ED583314
Record Type: Non-Journal
Publication Date: 2017
Pages: 124
Abstractor: As Provided
ISBN: 978-0-3555-4191-5
ISSN: EISSN-
EISSN: N/A
Available Date: N/A
Gamification of Learning: The Use of Mobile Game Technology to Improve The Dietary Awareness of Adolescents in Saudi Arabia
Altammami, Osamah
ProQuest LLC, Ph.D. Dissertation, The Claremont Graduate University
A recent study in Saudi Arabia uncovered certain prevalent health-risk behaviors amongst the adolescent population. One of the most prevalent behaviors identified by this study is health-risk dietary behavior. In general, adolescents in Saudi Arabia reported poor dietary behaviors. Furthermore, the problem of poor diet in the adolescent population has also been found in other countries around the world. Nevertheless, most studies were centered on examining if there is a health-crisis problem, while few only have developed interventions to address the problem. According to previous studies that aimed to uncover the root causes of this crisis, awareness and access were the most prevalent reasons for this problem. First, awareness is defined as the individual's knowledge about the essential nutrients that are needed in the early stages of human development. Second, access is defined as the availability of healthy diet options at home (mainly provided by parents/guardians). Moreover, it is now known that adolescence is an opportune time to prevent the onset of most diseases that are known to persist in adulthood. Adolescents in Saudi Arabia have received minimal attention over the past decades. This study was carried out in two phases. The first phase was the development of a persuasive technology application to elevate awareness about the importance of proper dieting, especially during adolescence. Participants in the first phase were primarily parents/guardians. The second phase was the designing and building of a smartphone application game, namely, "Diet Coach One" that targets adolescents. This smartphone application game consisted of two main chambers: i) the "Chamber of Knowledge," and ii) the "Chamber of Adventure." The "Chamber of Knowledge" aimed to elevate the participants' level of awareness about the contents and nutritional value of certain popular food items. The "Chamber of Adventure" is the interactive part of the game, where participants played the game over a three-day period. In the "Chamber of Adventure," participants utilized the knowledge gained from the "Chamber of Knowledge" to successfully finish the game. To evaluate "Diet Coach One," a randomized control trial was conducted. The intervention group downloaded and played the game. Participants in the intervention group exhibited significant changes in their health-risk dietary scores. Participants in the control group, however, exhibited minimal changes in their health-risk dietary scores. The changes in the control group were not statistically significant. In conclusion, the results from this trial illustrate the potential efficacy of using mobile game technology in reaching out to adolescents for education and awareness campaigns. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com.bibliotheek.ehb.be/en-US/products/dissertations/individuals.shtml.]
ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://www.proquest.com.bibliotheek.ehb.be/en-US/products/dissertations/individuals.shtml
Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Saudi Arabia
Grant or Contract Numbers: N/A
Author Affiliations: N/A