参与者在意大利学校健康促进干预的游戏化元素的经验:混合方法研究
Giovanni Aresi1,2, Benedetta Chiavegatti3, Elena Marta4,5
1Psychology Department, Università Cattolica del Sacro Cuore, Largo Gemelli 1, 20123, Milano, Italy. giovanni.aresi@unicatt.it.
Journal of prevention (2022)
|December 18, 2024
概括
食品游戏,一个模拟游戏化干预,让高中生参与健康饮食挑战. 虽然促进了自主性和相关性,但竞争因素,如排名表,降低了动力,并造成了压力.
科学领域:
- 健康行为干预措施健康行为干预措施
- 在教育中的游戏化.
- 青少年营养 青少年营养
背景情况:
- 游戏化干预利用游戏元素来促进参与健康计划.
- 游戏化的有效性因背景和用户而异.
- 关于青少年的模拟游戏化健康干预措施的研究有限.
研究的目的:
- 为了检查高中生与食品游戏的经验,一个模拟的游戏化干预.
- 评估游戏元素对食物选择的动机影响.
- 了解游戏化在促进健康和可持续饮食中的作用.
主要方法:
- 混合方法方法结合了重点小组采访 (N=11) 和调查 (N=119).
- 从参加2022/23年食品游戏版的64名学生收集的数据.
- 评估参与者的反应能力和五个游戏元素的感知激励影响.
主要成果:
- 在食品游戏干预中观察到高参与度.
- 学生们重视代理,自主和同行合作,与自决理论保持一致.
- 排行榜和团队之间的竞争是最不激励的,导致压力和冲突等负面结果.
结论:
- 食品游戏通过支持基本的心理需求,有效地吸引了学生.
- 游戏化干预措施中的竞争因素需要仔细考虑,因为存在潜在的缺点.
- 调查结果为为年轻人设计有效的模拟游戏化健康干预提供了洞察力.
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