SwePub
Sök i LIBRIS databas

  Extended search

onr:"swepub:oai:DiVA.org:ltu-68485"
 

Search: onr:"swepub:oai:DiVA.org:ltu-68485" > Gamification of hea...

  • 1 of 1
  • Previous record
  • Next record
  •    To hitlist
  • Kostenius, CatrineLuleå tekniska universitet,Hälsa och rehabilitering (author)

Gamification of health education : Schoolchildren’s participation in the development of a serious game to promote health and learning

  • Article/chapterEnglish2018

Publisher, publication year, extent ...

  • Emerald Group Publishing Limited,2018
  • printrdacarrier

Numbers

  • LIBRIS-ID:oai:DiVA.org:ltu-68485
  • https://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68485URI
  • https://doi.org/10.1108/HE-10-2017-0055DOI

Supplementary language notes

  • Language:English
  • Summary in:English

Part of subdatabase

Classification

  • Subject category:ref swepub-contenttype
  • Subject category:art swepub-publicationtype

Notes

  • Validerad;2018;Nivå 2;2018-06-01 (svasva)
  • PurposeThe use of modern technology has many challenges and risks. However, by collaborating with schoolchildren, ideas to effectively promote health and learning in school can be identified. This study aimed to examine how a participatory approach can deepen the understanding of how schoolchildren relate to and use gamification as a tool to promote physical activity and learning.Design/methodology/approachInspired by the concept and process of empowerment and child participation, the methodological focus of this study was on consulting schoolchildren. During a 2-month period, 18 schoolchildren (10–12-years-old) participated in workshops to create game ideas that would motivate them to be physically active and learn in school.FindingsThe phenomenological analysis resulted in one main theme, ‘Playing games for fun to be the best I can be’. This consisted of four themes with two sub-themes each. The findings offer insights on how to increase physical activity and health education opportunities using serious games in school.Originality/valueThe knowledge gained provides gamification concepts and combinations of different technological applications to increase health and learning, as well as motivational aspects suggested by the schoolchildren. The findings are discussed with health promotion and health education in mind.

Subject headings and genre

Added entries (persons, corporate bodies, meetings, titles ...)

  • Hallberg, Josef,1976-Luleå tekniska universitet,Datavetenskap(Swepub:ltu)qwazi (author)
  • Lindqvist, Anna-KarinLuleå tekniska universitet,Hälsa och rehabilitering(Swepub:ltu)annlin (author)
  • Luleå tekniska universitetHälsa och rehabilitering (creator_code:org_t)

Related titles

  • In:Health Education: Emerald Group Publishing Limited118:4, s. 354-3680965-42831758-714X

Internet link

Find in a library

To the university's database

  • 1 of 1
  • Previous record
  • Next record
  •    To hitlist

Find more in SwePub

By the author/editor
Kostenius, Catri ...
Hallberg, Josef, ...
Lindqvist, Anna- ...
About the subject
MEDICAL AND HEALTH SCIENCES
MEDICAL AND HEAL ...
and Health Sciences
and Other Health Sci ...
MEDICAL AND HEALTH SCIENCES
MEDICAL AND HEAL ...
and Health Sciences
and Physiotherapy
NATURAL SCIENCES
NATURAL SCIENCES
and Computer and Inf ...
and Media and Commun ...
Articles in the publication
Health Education
By the university
Luleå University of Technology

Search outside SwePub

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Close

Copy and save the link in order to return to this view