Updating the Foodbot Factory serious game with new interactive engaging features and enhanced educational content

Author:

Franco-Arellano Beatriz1ORCID,Brown Jacqueline Marie1,Daggett Quinn2,Lockhart Courtney1,Kapralos Bill2,LeSage Ann3,Arcand JoAnne1

Affiliation:

1. Faculty of Health Sciences, Ontario Tech University, Oshawa, ON, Canada

2. Faculty of Business and Information Technology, Ontario Tech University, Oshawa, ON, Canada

3. Faculty of Education, Ontario Tech University, Oshawa, ON, Canada

Abstract

Serious games (i.e., digital games designed for educational purposes) can foster positive learning attitudes and are increasingly used as educational tools. Foodbot Factory is a serious game application (app) that helps children learn about healthy eating based on Canada’s Food Guide principles and has demonstrated to increase nutrition knowledge among this group. This paper describes the process followed to expand Foodbot Factory’s educational content and integrate immersive technologies and innovative features into the app. The revision process, which was guided by the Obesity-Related Behavioral Intervention Trials model, included the following phases: first, an interdisciplinary team of nutrition scientists, education experts, and computer scientists analyzed data from the original pilot study, recently published literature, and feedback from stakeholders to define areas to improve Foodbot Factory. The five original Foodbot Factory modules were evaluated by the team during weekly meetings, where the educational content, interactive features, and other elements that required updates (e.g., aesthetics and accessibility) were identified. Second, prototypes were created and refined until a final version of Foodbot Factory was approved. Nineteen children tested the updated Foodbot Factory and found it “easy to use” (89%) and “fun” (95%). The new version of Foodbot Factory contains 19 learning objectives, including 13 original and six new objectives. Interactive engagement features in the updated Foodbot Factory included augmented reality incorporated into two learning modules; new mini-games were created, including a memory game; an overhaul of the aesthetics; (e.g., new food images); and accessibility features were included to support users with cognitive and vision disabilities.

Funder

Ontario Research Fund—Research Excellence Grant

Publisher

Canadian Science Publishing

Subject

Physiology (medical),Nutrition and Dietetics,Physiology,General Medicine,Endocrinology, Diabetes and Metabolism

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Augmented and Virtual Reality for Diet and Nutritional Education: A Systematic Literature Review;Proceedings of the 17th International Conference on PErvasive Technologies Related to Assistive Environments;2024-06-26

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