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Keywords = alternative reality gaming (ARG)

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14 pages, 2312 KiB  
Article
Promoting Learning About Nutrition and Healthy Eating Behaviors in Chinese Children Through an Alternate Reality Game: A Pilot Study
by Ruobing Wang, Jie Yao, Claudia Leong, Elena Moltchanova and Simon Hoermann
Nutrients 2025, 17(7), 1219; https://doi.org/10.3390/nu17071219 - 30 Mar 2025
Viewed by 965
Abstract
Background: Childhood obesity is a growing public-health concern in China and globally, a trend influenced by multiple factors, including poor eating behaviors and insufficient physical activity. While interactive health games have shown promise in improving children’s nutrition education and healthy eating behaviors, [...] Read more.
Background: Childhood obesity is a growing public-health concern in China and globally, a trend influenced by multiple factors, including poor eating behaviors and insufficient physical activity. While interactive health games have shown promise in improving children’s nutrition education and healthy eating behaviors, few have been tailored for the Chinese context. This study aimed to develop and evaluate Happy Farm, Happy Meal (HFHM), an alternate reality game (ARG) integrated into Chinese elementary students’ daily routines to enhance their nutrition knowledge and improve their eating behaviors. Methods: This pilot study employed a quasi-experimental design with two third-grade classes, which were randomly assigned to the HFHM intervention group (n = 40) or a no-game control group (n = 39). The game design was informed by a pre-intervention survey and interviews with caregivers and teachers, which identified key dietary challenges such as picky eating, slow eating, and food waste. Over a two-week period, the HFHM group engaged in food- and nutrition-focused tasks that were incorporated into their lunchtime routines. Pre- and post-intervention data were collected on nutrition knowledge, food waste, picky eating, and meal duration, with daily progress tracking in the HFHM group. Results: Compared to the control group, the HFHM group showed a significant increase in nutrition knowledge (p < 0.05), reduced food waste (p < 0.01), decreased picky eating (p < 0.01), and improved meal duration (p < 0.05). However, the small sample size and short intervention period limit generalizability. Conclusions: These findings suggest HFHM is a promising tool for improving nutrition education and dietary behaviors in Chinese children. Future research should validate these findings in a larger sample and assess long-term impacts. Full article
(This article belongs to the Special Issue Nutrition Education in Children)
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18 pages, 3989 KiB  
Article
Integrating Digital Technologies and Alternate Reality Games for Sustainable Education: Enhancing Cultural Heritage Awareness and Learning Engagement
by Hao-Chiang Koong Lin, Li-Wen Lu and Ruei-Shan Lu
Sustainability 2024, 16(21), 9451; https://doi.org/10.3390/su16219451 - 30 Oct 2024
Cited by 4 | Viewed by 3605
Abstract
As traditional cultural heritage education gradually reduces students’ exposure to the physical environment, it is more difficult to stimulate students’ awareness of and interest in local culture. The concepts of cultural preservation and sustainable development have not yet been effectively integrated into teaching. [...] Read more.
As traditional cultural heritage education gradually reduces students’ exposure to the physical environment, it is more difficult to stimulate students’ awareness of and interest in local culture. The concepts of cultural preservation and sustainable development have not yet been effectively integrated into teaching. Therefore, this study developed an alternative reality game (ARG) combined with a learning scaffold to enable students to gain a deeper understanding of the history and cultural heritage of Taiwan during the Japanese rule period through an immersive learning experience and to explore and solve real-world problems in an interactive environment, which helped students understand the concepts of cultural preservation and sustainable development. The results of the study showed that the experimental group of students using the ARG integrated learning scaffold significantly outperformed the control group in terms of learning effectiveness and engagement. Students in the experimental group not only had a deeper understanding of the curriculum content but also showed higher behavioral and emotional engagement. In addition, students’ awareness of cultural preservation and sustainable development increased, which indicates that the materials developed in this study are effective in promoting their deeper understanding of local educational development and cultural identity. This study confirms that the combination of innovative technology and gamified instruction not only enhances students’ learning effectiveness but also promotes their understanding of cultural heritage. Future research should further optimize the use of technology to reduce the impact of operational difficulties on students’ learning experience and explore how alternative reality game (ARG) technology can be used in more subject areas. Full article
(This article belongs to the Section Sustainable Education and Approaches)
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