3 research outputs found

    App Grow Green: un instrumento para la innovación docente en la formación ambiental

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    [ES] Hoy en día, resulta imposible enseñar y educar como antaño a una nueva generación de estudiantes que vive conectada a la tecnología. Una visión moderna del aprendizaje requiere la adaptación de estrategias y métodos clásicos de enseñanza. Este estudio propone la introducción de una aplicación móvil lúdica como recurso tecnológico de apoyo al aprendizaje, que fomente la educación y la conciencia ambiental en los estudiantes del Campus de Vera de la Universitat Politècnica de València. La aplicación Grow Green es una herramienta innovadora, que tiene el potencial de conseguir objetivos educativos y de sostenibilidad, más allá del mero entretenimiento. Este proyecto de gamificación desea ayudar a los estudiantes a conocer elementos de la biodiversidad local mediante diferentes rutas de flora (árboles y arbustos) y fauna (aves) urbana, experimentar la movilidad sostenible, disfrutar de los beneficios suministrados por elementos de infraestructura verde y descubrir estrategias verdes para la resiliencia urbana. El compromiso ambiental es otro contexto prometedor para la gamificación, facilitando la participación de la comunidad universitaria en censos de aves. La implantación de la aplicación Grow Green fomentará la adquisición de competencias específicas y transversales, que proporcionan un valor añadido a los estudiantes y otorgan un mayor atractivo al currículo docente.[EN] Nowadays, it is impossible to teach and educate a new generation of students who lives connected to technology in the same way it was done before. A modern vision of learning requires the adaptation of classic teaching strategies and methods. This study proposes the introduction of a gamified mobile application as a technological resource to support learning, in order to promote environmental education and awareness among Vera campus students of Universitat Politècnica de València. Grow Green App is an innovative tool, which has the potential to achieve educational and sustainability goals, beyond its mere entertainment. This gamification project aims to help students find out the local biodiversity through different routes of urban flora (trees and shrubs) and fauna (birds), experience the sustainable mobility, enjoy the benefits provided by green infrastructure elements and discover green strategies for urban resilience. Citizen awareness is another promising context for gamification, facilitating the participation of the university community in bird censuses. The implementation of the Grow Green app will promote the acquisition of specific and transversal competences, that will provide an added value to students and will make courses more attractive.Tudorie, CM.; Vallés-Planells, M.; Gielen, E.; Galiana, F. (2020). App Grow Green: un instrumento para la innovación docente en la formación ambiental. En IN-RED 2020: VI Congreso de Innovación Educativa y Docencia en Red. Editorial Universitat Politècnica de València. 581-592. https://doi.org/10.4995/INRED2020.2020.11963OCS58159

    Children’s and adolescents’ rising animal-source food intakes in 1990–2018 were impacted by age, region, parental education and urbanicity

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    Animal-source foods (ASF) provide nutrition for children and adolescents’ physical and cognitive development. Here, we use data from the Global Dietary Database and Bayesian hierarchical models to quantify global, regional and national ASF intakes between 1990 and 2018 by age group across 185 countries, representing 93% of the world’s child population. Mean ASF intake was 1.9 servings per day, representing 16% of children consuming at least three daily servings. Intake was similar between boys and girls, but higher among urban children with educated parents. Consumption varied by age from 0.6 at <1 year to 2.5 servings per day at 15–19 years. Between 1990 and 2018, mean ASF intake increased by 0.5 servings per week, with increases in all regions except sub-Saharan Africa. In 2018, total ASF consumption was highest in Russia, Brazil, Mexico and Turkey, and lowest in Uganda, India, Kenya and Bangladesh. These findings can inform policy to address malnutrition through targeted ASF consumption programmes.publishedVersio

    Incident type 2 diabetes attributable to suboptimal diet in 184 countries

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    The global burden of diet-attributable type 2 diabetes (T2D) is not well established. This risk assessment model estimated T2D incidence among adults attributable to direct and body weight-mediated effects of 11 dietary factors in 184 countries in 1990 and 2018. In 2018, suboptimal intake of these dietary factors was estimated to be attributable to 14.1 million (95% uncertainty interval (UI), 13.8–14.4 million) incident T2D cases, representing 70.3% (68.8–71.8%) of new cases globally. Largest T2D burdens were attributable to insufficient whole-grain intake (26.1% (25.0–27.1%)), excess refined rice and wheat intake (24.6% (22.3–27.2%)) and excess processed meat intake (20.3% (18.3–23.5%)). Across regions, highest proportional burdens were in central and eastern Europe and central Asia (85.6% (83.4–87.7%)) and Latin America and the Caribbean (81.8% (80.1–83.4%)); and lowest proportional burdens were in South Asia (55.4% (52.1–60.7%)). Proportions of diet-attributable T2D were generally larger in men than in women and were inversely correlated with age. Diet-attributable T2D was generally larger among urban versus rural residents and higher versus lower educated individuals, except in high-income countries, central and eastern Europe and central Asia, where burdens were larger in rural residents and in lower educated individuals. Compared with 1990, global diet-attributable T2D increased by 2.6 absolute percentage points (8.6 million more cases) in 2018, with variation in these trends by world region and dietary factor. These findings inform nutritional priorities and clinical and public health planning to improve dietary quality and reduce T2D globally.publishedVersio
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