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http://202.28.34.124/dspace/handle123456789/3620| Title: | Interactive Learning Relevant to Healthy Diet for Elementary School Students using Educational Game Interactive Learning Relevant to Healthy Diet for Elementary School Students using Educational Game |
| Authors: | Qian Wang Qian Wang Jantima Polpinij จันทิมา พลพินิจ Mahasarakham University Jantima Polpinij จันทิมา พลพินิจ Jantima.p@msu.ac.th Jantima.p@msu.ac.th |
| Keywords: | Interactive Educational Game Nutrition Education Game-Based Learning User-Centered Design Gamification Healthy Eating Habits Sentiment Analysis |
| Issue Date: | 19 |
| Publisher: | Mahasarakham University |
| Abstract: | This study explores the development and evaluation of an interactive educational game designed to promote healthy dietary habits among elementary school students. The research integrates game-based User-Centered Design (UCD), Educational Game Theory, Interactive Learning Theory, and Gamification Elements Theory to create an engaging and educationally effective game. Two formats were developed: a Tabletop Board Game and a PC-Based Board Game, both designed to facilitate interactive learning through structured gameplay, reward systems, and immersive challenges. A data-driven approach was employed to enhance the game design. K-Means clustering was applied to analyze educational game reviews, extracting key insights related to content engagement, visual appeal, and motivation mechanisms. The game’s effectiveness was evaluated using multiple assessment methods, including expert validation with the N-GUT scale, pre-test and post-test comparisons, behavioral analysis, and sentiment analysis. The pre-test and post-test study demonstrated a statistically significant improvement in students’ understanding of food classification, nutrient identification, and balanced meal planning, confirming the game's role in enhancing nutrition knowledge. Behavioral tracking revealed that students who played the game exhibited higher engagement, greater task completion rates, and increased persistence compared to those in the control group. Sentiment analysis highlighted distinct preferences between students and parents. Students favored the PC-Based Board Game, appreciating its interactive elements, animations, and digital accessibility, while parents preferred the Tabletop Board Game, emphasizing its familiarity, hands-on experience, and opportunities for family interaction. However, usability concerns were noted in the PC version, particularly for parents unfamiliar with digital interfaces. Despite the promising results, several challenges and limitations were identified, including technical constraints in game development, usability issues, limited generalizability, and difficulties in tracking long-term behavioral changes. Future research should explore hybrid learning approaches that integrate both physical and digital gameplay, ensuring broader accessibility and engagement. Additionally, expanding the participant pool to diverse educational settings would enhance the generalizability of findings. This study demonstrates the potential of gamification in nutrition education, providing a structured, engaging, and effective tool for promoting healthy eating behaviors in children. By leveraging interactive learning strategies, real-world dietary data, and game-based incentives, this research contributes to the advancement of educational game design and offers a framework for future nutrition-focused learning interventions. - |
| URI: | http://202.28.34.124/dspace/handle123456789/3620 |
| Appears in Collections: | The Faculty of Informatics |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| 65011261003.pdf | 4.62 MB | Adobe PDF | View/Open |
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