Research reports a relationship between impulsive behaviors and unhealthy eating behaviors. Serious games, combining educational contents with gamification, can increase engagement in therapeutic activities and behavioral training programs. In this context, we have developed a Serious Game to promote healthy eating style in children and adolescents in which impulsivity is a predominant feature, specifically individuals with attention deficit hyperactivity disorder. An initial analysis of the usability of the Serious Game was performed on a sample of 12 participants by means of quantitative and qualitative measures. Participants' feedback, which was overall positive, was helpful for defining the required improvements. Once implemented, the serious game will be then proposed to children and their families and included in home-based educational interventions.
Mondellini, M., Colombo, V., Mauri, M., Tizzoni, F., Tarabelloni, A., Nobile, M., Arlati, S., Rosi, E., Sacco, M., Evaluating the Usability of a Serious Game for Nutritional Education with Children with ADHD, Paper, in 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH 2023, (Athens, Greece, 28-30 August 2023), Institute of Electrical and Electronics Engineers Inc., Athens 2023: 1-6. 10.1109/SeGAH57547.2023.10253793 [https://hdl.handle.net/10807/261915]
Evaluating the Usability of a Serious Game for Nutritional Education with Children with ADHD
Mondellini, Marta
Primo
;
2023
Abstract
Research reports a relationship between impulsive behaviors and unhealthy eating behaviors. Serious games, combining educational contents with gamification, can increase engagement in therapeutic activities and behavioral training programs. In this context, we have developed a Serious Game to promote healthy eating style in children and adolescents in which impulsivity is a predominant feature, specifically individuals with attention deficit hyperactivity disorder. An initial analysis of the usability of the Serious Game was performed on a sample of 12 participants by means of quantitative and qualitative measures. Participants' feedback, which was overall positive, was helpful for defining the required improvements. Once implemented, the serious game will be then proposed to children and their families and included in home-based educational interventions.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.