Publication: Diseño y validación de un instrumento para evaluar la calidad de las apps gamificadas que promueven hábitos saludables en el alumnado de educación primaria y secundaria
Authors
Delgado-Morales, Claudio ; Duarte-Hueros, Ana ; Merino-Godoy, María de los Ángeles ; Conde-Vélez, Sara
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Publisher
Universidad de Murcia, Servicio de Publicaciones
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Description
Abstract
La promoción de la salud en edades tempranas a través de la tecnología gamificada ha emergido en los últimos años como una estrategia innovadora con grandes posibilidades educativas para mejorar áreas específicas de los hábitos saludables como la higiene, la alimentación, la actividad física o la educación digital entre otras, siendo necesaria la implicación de todos los ámbitos que rodean a niños, niñas y adolescentes, especialmente del contexto familiar, con el fin de alcanzar un bienestar integral. En concreto, destacan las aplicaciones móviles (apps) que incorporan contenidos relacionados con la salud y están dirigidas a niños, niñas y adolescentes. Sin embargo, la gran mayoría no cuentan con respaldo científico basado en conocimiento experto. Este estudio busca crear un instrumento sólido y fiable para que las familias evalúen la calidad de este software, asegurando su uso educativo y seguro. Se trata de un cuestionario de 39 ítems organizados en seis dimensiones. Tras una prueba piloto con 33 familias, los resultados de los análisis estadísticos realizados han revelado unas propiedades psicométricas muy favorables, sugiriendo la utilidad del instrumento para apoyar a las familias en la selección de este tipo de apps educativas.
The promotion of health in early ages through gamified technology has emerged in recent years as an innovative strategy with great educational potential to improve specific areas of healthy habits such as hygiene, nutrition, physical activity, or digital education, among others, requiring the involvement of all environments surrounding children and adolescents, especially the family context, in order to achieve overall well-being. Specifically, mobile applications (apps) that incorporate health-related content and target children and adolescents are notable. However, the vast majority lack scientific support based on expert knowledge. This study aims to create a robust and reliable instrument for families to assess the quality of this kind of software, ensuring its educational and safe use. The instrument consists of a questionnaire with 39 items organized into six dimensions. Following a pilot test with 33 families, the results of the statistical analyses conducted have revealed highly favorable psychometric properties, suggesting the utility of the instrument in supporting families in selecting such educational apps.
The promotion of health in early ages through gamified technology has emerged in recent years as an innovative strategy with great educational potential to improve specific areas of healthy habits such as hygiene, nutrition, physical activity, or digital education, among others, requiring the involvement of all environments surrounding children and adolescents, especially the family context, in order to achieve overall well-being. Specifically, mobile applications (apps) that incorporate health-related content and target children and adolescents are notable. However, the vast majority lack scientific support based on expert knowledge. This study aims to create a robust and reliable instrument for families to assess the quality of this kind of software, ensuring its educational and safe use. The instrument consists of a questionnaire with 39 items organized into six dimensions. Following a pilot test with 33 families, the results of the statistical analyses conducted have revealed highly favorable psychometric properties, suggesting the utility of the instrument in supporting families in selecting such educational apps.
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