Enhancing nutritional learning outcomes within a simulation and pervasive game-based strategy

Games are often seen as a means of enhancing motivation in learning. Despite the rhetoric, however, games that provide quality experiences for learners are hard to find. One reasoning is the focus on the game medium without a clear understanding of the strategy behind it. This paper outlines a game designed to raise primary school-aged children’s awareness of nutritional issues using simulation and pervasive gaming strategies. Nute implements ubiquitous mobile technology and QR Code scanning to allow players to engage in virtual shopping. The effects of their dietary choices are manifest in a simulated character, Nute, who has similar dietary requirements to the target audience. By making conscious decisions about nutrition, seeing the effects and developing strategies to maintain the wellbeing of Nute, it is proposed that simulation and pervasive game strategies are ideal tools for learning approaches to promote active choice and real world learning transfer.

[1]  Anton Gustafsson,et al.  Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games , 2007, PERSUASIVE.

[2]  Youth,et al.  Food Marketing to Children and Youth: Threat or Opportunity? , 2006 .

[3]  R. Clark Reconsidering Research on Learning from Media , 1983 .

[4]  Robert Needlman,et al.  Food Marketing to Children and Youth: Threat or Opportunity? , 2009 .

[5]  D. Nutbeam Health literacy as a public health goal: a challenge for contemporary health education and communication strategies into the 21st century , 2000 .

[6]  Terry Anderson,et al.  The Theory and Practice of Online Learning , 2009 .

[7]  Mohamed Ally,et al.  FOUNDATIONS OF EDUCATIONAL THEORY FOR ONL INE LEARNING , 2004 .

[8]  Adrian David Cheok,et al.  Pervasive games: bringing computer entertainment back to the real world , 2005, CIE.

[9]  Douglas M. Towne,et al.  Learning and Instruction in Simulation Environments , 1995 .

[10]  Jason J. Turner,et al.  What parents think: children and healthy eating , 2006 .

[11]  Katherine M Flegal,et al.  High body mass index for age among US children and adolescents, 2003-2006. , 2008, JAMA.

[12]  C. Perry,et al.  Self-esteem and obesity in children and adolescents: a literature review. , 1995, Obesity research.

[13]  Luciana Ferreira,et al.  Don’t bother me, Mom, I’m Learning!: how computer and vídeo game are preparing your kids for 21st century success and how you can help! , 2008 .

[14]  J. Keller Development and use of the ARCS model of instructional design , 1987 .

[15]  Shawn A. Weil,et al.  From Gaming to Training: A Review of Studies on Fidelity, Immersion, Presence, and Buy-in and Their Effects on Transfer in PC-Based Simulations and Games , 2005 .

[16]  Wichian Premchaiswadi,et al.  QR-code generator , 2010, 2010 Eighth International Conference on ICT and Knowledge Engineering.

[17]  Marc Prensky,et al.  Don't bother me, Mom, I'm learning! , 2006 .

[18]  L. Schauble,et al.  Design Experiments in Educational Research , 2003 .

[19]  Jorma Enkenberg,et al.  Adolescents' nutrition health issues: opinions of Finnish seventh‐graders , 2006 .

[20]  Roger McHaney Computer Simulation: A Practical Perspective , 1991 .