Educational gamification about obesity for health academics: Nutrition
Teaching, active methodology, games, eating habits.
Obesity is characterized as a challenge for global public health and is associated with several complications for human health, such as cardiovascular diseases and diabetes. Different strategies have been highlighted in the literature for the prevention and treatment of obesity, highlighting the need for holistic approaches. In this context, educational gamification emerges as an approach that integrates playful elements and game characteristics into the learning process, aiming to engage the participant in search of more engaging learning. This study aimed to verify the effect of using gamification as a learning strategy about obesity and eating habits for nutrition students. This is a qualitative research, using the Taquette and Minayo methodology for content analysis, and quantitative for frequency analysis of the categories. A gamification educational tool was applied as a digital intervention, aiming to compare the active methodology of the teaching and learning process compared to a traditional methodology. The results show signs of improvement in learning content in both approaches (digital and traditional), with progress in students' vocabulary and greater understanding of the questions proposed about eating habits and obesity in the post-test moment. It was concluded that gamification, as an active methodology, has a positive effect as a learning strategy about obesity and eating habits for nutrition students.