3 research outputs found
Treatment of children obesity and diabetes through gamification
Childhood obesity is nowadays a global epidemic. This illness
sometimes comes with another associated problem, like Diabetes
type II. In this paper we present a case of study about the results
of the application of a gamified educational program. A 3-year
longitudinal and prospective study was conducted a patient with
obesity and diabetes. Different assessments regarding the health
state of the patient have been developed (family background,
physical/medical, emotional state and physical activity). Using
Positive outcomes have been obtained in their medical registers
and also, in their health habits. Thus, the application of
gamification strategies in the educational program has positive
impact in the health
Treatment of children obesity and diabetes through gamification: A case of study
Childhood obesity is nowadays a global epidemic. This illness sometimes comes with another associated problem, like Diabetes type II. In this paper we present a case of study about the results of the application of a gamified educational program. A 3-year longitudinal and prospective study was conducted a patient with obesity and diabetes. Different assessments regarding the health state of the patient have been developed (family background, physical/medical, emotional state and physical activity). Using Positive outcomes have been obtained in their medical registers and also, in their health habits. Thus, the application of gamification strategies in the educational program has positive impact in the health
Treatment of children obesity and diabetes through gamification: A case of study
Childhood obesity is nowadays a global epidemic. This illness sometimes comes with another associated problem, like Diabetes type II. In this paper we present a case of study about the results of the application of a gamified educational program. A 3-year longitudinal and prospective study was conducted a patient with obesity and diabetes. Different assessments regarding the health state of the patient have been developed (family background, physical/medical, emotional state and physical activity). Using Positive outcomes have been obtained in their medical registers and also, in their health habits. Thus, the application of gamification strategies in the educational program has positive impact in the health