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Edith Cowan University

Series

2023

Health promotion

Articles 1 - 2 of 2

Full-Text Articles in Education

The International Framework For School Health Promotion: Supporting Young People Through And After The Covid-19 Pandemic, Joseph J. Scott, Lynette Vernon, Alexandra P. Metse Jan 2023

The International Framework For School Health Promotion: Supporting Young People Through And After The Covid-19 Pandemic, Joseph J. Scott, Lynette Vernon, Alexandra P. Metse

Research outputs 2022 to 2026

BACKGROUND: The worldwide COVID-19 government restrictions imposed on young people to limit virus spread have precipitated a growing and long-term educational and health crisis. CONTRIBUTIONS TO THE THEORY: This novel study used Sen's Capabilities Approach as a theoretical framework to examine the current health and educational impacts of COVID-19 on youth, referencing emerging literature. The objective was to inform the design of an internationally relevant framework for school health promotion to support young people through and after the COVID-19 pandemic. Mapping of existing health resources, internal/external conversion factors and capabilities were used to identify classroom, school and system level strategies …


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 …