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  4. ICT-Based Game: An Alternative to Promote Healthy Eating in Ecuadorian Children Using User-Centred Design
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ICT-Based Game: An Alternative to Promote Healthy Eating in Ecuadorian Children Using User-Centred Design

Journal
Journal of Educational and Social Research
ISSN
2240-0524
2239-978X
Date Issued
2025
Author(s)
Amaluisa Rendón, Paulina Magally  
Facultad de Arquitectura, Diseño y Artes  
Núñez Torres, María Giovanna  
Facultad de Arquitectura, Diseño y Artes  
Aguayza Mendieta, Carlos  
Facultad de Arquitectura, Diseño y Artes  
Type
journal-article
DOI
10.36941/jesr-2025-0003
URL
https://cris.indoamerica.edu.ec/handle/123456789/9341
Abstract
Inadequate nutrition in Ecuadorian children leads to various physical, cognitive, and biological issues. However, the use of information and communication technologies (ICT) has become established in raising awareness and promoting beneficial eating behaviours. This research, conducted at the Indo-America Educational Unit during the 2022-2023 academic year in Ambato, Ecuador, aimed to compare the effectiveness of a guide text versus a didactic game in enhancing knowledge about healthy eating among fifth-grade students in Natural Sciences. The study involved 87 fifth-grade students, divided into two groups: Group 1, consisting of 42 students, and Group 2, consisting of 45 students. The teacher of Group 1 used traditional methods (reading and writing from the text), while the teacher of Group 2 employed a game called Flavour Puzzle. Statistical analysis revealed significant improvements in knowledge and motivation for students using the game-based method. Specifically, students in Group 2 showed a 26% greater improvement in knowledge levels compared to those in Group 1, and their motivation levels were nearly three times higher (89% vs. 30%). The results indicate that the game-based method has a clear comparative advantage over traditional text-based instruction, as it not only facilitated teaching but also enhanced socialization and engagement among students. Technological resources like Flavour Puzzle are more engaging for students and should be utilized as both recreational and educational tools in teaching Natural Sciences at the school level.
Subjects

gamification

healthy eating

ITC

UCD

Investigación Indoamérica

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