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Adolescent

Series

Research outputs 2022 to 2026

Articles 1 - 2 of 2

Full-Text Articles in Education

Serious Games For Health Promotion In Adolescents – A Systematic Scoping Review, Lesley Andrew, Donna Barwood, Julie Boston, Martin Masek, Lauren Bloomfield, Amanda Devine Jan 2023

Serious Games For Health Promotion In Adolescents – A Systematic Scoping Review, Lesley Andrew, Donna Barwood, Julie Boston, Martin Masek, Lauren Bloomfield, Amanda Devine

Research outputs 2022 to 2026

Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with ‘serious games’ being included in classrooms to engage adolescents’ learning across a range of domains. A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups. Player engagement/enjoyment was reported if assessed. A total of 21 studies were found …


Rethinking Adolescent School Nutrition Education Through A Food Systems Lens, Margaret Miller, Donna Barwood, Amanda Devine, Julie Boston, Sandra Smith, Martin Masek Jan 2023

Rethinking Adolescent School Nutrition Education Through A Food Systems Lens, Margaret Miller, Donna Barwood, Amanda Devine, Julie Boston, Sandra Smith, Martin Masek

Research outputs 2022 to 2026

BACKGROUND: Obesity-driven nutrition education in schools does not appear to result in healthier adolescent food choices. This study explored food systems as an alternative pedagogical approach to engage students in nutrition education. METHODS: After playing a food systems computer game, 250 13- to 16-year-old students in 5 Western Australian secondary schools, participated in group discussions to distinguish learning and interests in food systems. Discussion records were thematically coded using constant comparative analysis. RESULTS: Students reported crop growth, food production and food waste, healthier food choices, and food systems as knowledge outcomes of game play. They requested additional content on food …