Gamificación para fomentar hábitos saludables en estudiantes de secundaria socialmente desfavorecidos (Gamification to Engage Healthy Habits in Socially Deprived Secondary School Students)

Autores/as

DOI:

https://doi.org/10.47197/retos.v53.102849

Palabras clave:

gamification, balanced nutrition, harmful substance consumption, secondary school students

Resumen

El estilo de vida sedentario, los hábitos alimentarios poco saludables y el abuso de sustancias son cada vez más prevalentes entre los adolescentes, lo que requiere intervenciones efectivas dentro de los entornos educativos. Este estudio tuvo como objetivo evaluar la efectividad de una intervención gamificada de quince semanas para promover hábitos saludables entre 314 estudiantes de secundaria que residen en áreas socialmente desfavorecidas. El enfoque gamificado PBL (Puntos-Insignias y Tabla de clasificación) ofrece una estrategia prometedora para involucrar a los estudiantes, mejorar sus conocimientos e influir en sus conductas de actividad física, nutrición y consumo de sustancias. Empleando un diseño de prueba pre-post con un grupo de control, los datos se recopilaron a través de cuestionarios Kimed e IPAQ que evaluaban los hábitos de los participantes. Los resultados revelaron diferencias estadísticamente significativas entre las puntuaciones previas y posteriores a la prueba en el grupo experimental y diferencias significativas a favor del grupo experimental. Los estudiantes participantes mostraron una mejor actividad física y nutrición, junto con una reducción en las conductas de consumo de sustancias nocivas. Estos hallazgos sugieren que la intervención gamificada de ABP es prometedora para promover hábitos más saludables entre los estudiantes de secundaria, específicamente en áreas socialmente desfavorecidas, enfatizando la importancia de integrar tales intervenciones en los planes de estudio educativos.

Palabras clave: Gamificación; Nutrición equilibrada; Consumo de sustancias nocivas; Estudiantes de educación secundaria

Abstract. A sedentary lifestyle, unhealthy eating habits, and substance abuse are increasingly prevalent among adolescents, necessitating effective interventions within educational environments. This study aimed to assess the effectiveness of a fifteen-week gamified intervention to promote healthy habits among 314 secondary school students residing in socially deprived areas. The gamified PBL (Points-Badges and Leaderboard) approach offers a promising strategy to engage students, enhance their knowledge, and influence their physical activity, nutrition, and substance consumption behaviors. Employing a pre-post-test design with a control group, data were collected through Kimed and IPAQ questionnaires evaluating participants' habits. Results revealed statistically significant differences between pretest and post-test scores in the experimental group and significant differences favoring the experimental group. Participating students exhibited improved physical activity and nutrition, alongside a reduction in harmful substance consumption behaviors. These findings suggest that the gamified PBL intervention holds promise in promoting healthier habits among secondary school students, specifically in socially deprived areas, emphasizing the importance of integrating such interventions into educational curricula.

Keywords: Gamification; Balanced nutrition; Harmful substance consumption; Secondary school students

Citas

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Publicado

2024-04-01

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Rodríguez-Ferrer, J. M., Manzano León, A., Tadeu, P., Camacho-Sánchez, R., & Aguilar-Parra, J. M. (2024). Gamificación para fomentar hábitos saludables en estudiantes de secundaria socialmente desfavorecidos (Gamification to Engage Healthy Habits in Socially Deprived Secondary School Students) . Retos, 53, 539–546. https://doi.org/10.47197/retos.v53.102849

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Experiencias didácticas desarrollas e investigadas con trabajo empírico