1 - cure4kids2.docx  · web viewseveral design decisions . helped. make . the . games enjoyable...

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Yummy Tricks: A s S erious g G ame for l L earning h H ealthy e E ating h H abits Gerard INGLÉS-CAMATS a,1 and Maria Montserrat PRESNO-RIVAS a Marc ANTONIJOAN a , Oscar GARCIA-PANELLA a , Tallulah FORREST a a La Salle, Universitat Ramon Llull Abstract. Cure4Kids organized the first Global eHealth Challenge in 2010. This contest encouraged the creationng of innovative multimedia applications that to help educate children or parents about cancer and healthy living. Here, it iswe described one of the applications submitted to this contest. The presented application is was designed to be a serious -game containing several mini-games designed intended to teach healthy eating habits. Each mini-game involves learning a “trick” or a lesson. Two mini-games have been developed so far, but the application may can be extended with more. Several design decisions were takenhelped to make the games enjoyable and appealing to children. This application was awarded withwon the gold award of the Challenge. Keywords. Serious games, virtual worlds, natural interaction, healthy living, healthy eating habits, Cure4Kids Introduction The Cure4Kids group, an initiative of the St. Jude Children’s Research Hospital, created the Global eHealth Challenge 2010. This is was a worldwide open contest for developing a web page, an application, or a game that improves kids’ heath or knowledge, in one of these three topics: cells, cancer, or healthy habits. This paper describes Yummy Tricks, one a serious game that participated insubmitted to this contest. It exploits the

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Page 1: 1 - Cure4Kids2.docx  · Web viewSeveral design decisions . helped. make . the . games enjoyable and appealing to children. ... The end of the tunnel contains a label with the name

Yummy Tricks: A sSerious gGame for lLearning hHealthy eEating hHabitsGerard INGLÉS-CAMATSa,1 and Maria Montserrat PRESNO-RIVASa

Marc ANTONIJOANa, Oscar GARCIA-PANELLAa, Tallulah FORRESTa

aLa Salle, Universitat Ramon Llull

Abstract. Cure4Kids organized the first Global eHealth Challenge in 2010. This contest encouraged the creationng of innovative multimedia applications that to help educate children or parents about cancer and healthy living. Here, it iswe described one of the applications submitted to this contest. The presented application is was designed to be a serious -game containing several mini-games designed intended to teach healthy eating habits. Each mini-game involves learning a “trick” or a lesson. Two mini-games have been developed so far, but the application may can be extended with more. Several design decisions were takenhelped to make the games enjoyable and appealing to children. This application was awarded withwon the gold award of the Challenge.

Keywords. Serious games, virtual worlds, natural interaction, healthy living, healthy eating habits, Cure4Kids

Introduction

The Cure4Kids group, an initiative of the St. Jude Children’s Research Hospital, created the Global eHealth Challenge 2010. This is was a worldwide open contest for developing a web page, an application, or a game that improves kids’ heath or knowledge, in one of these three topics: cells, cancer, or healthy habits. This paper describes Yummy Tricks, one a serious game that participated insubmitted to this contest. It exploits the healthy habits topic, which has an very important impact ion reducing the risk of cancer.

1. Objective

Serious Ggames [1] deliver intense usable moments with the support of different platforms and social networks. Higher degrees of motivation ensure efficiency and performance. These allow creating powerful and truthful experiences on the basis of providing the user with goals, challenges, problem-solving and rules, besides a clear internal value and an interactive experience.

The We named of our serious game is "Yummy Tricks" because it presents a set of tricks that helpuseful in achieving an adequate healthy diet. The application contains two mini-games, each one having a trick. The objective of the games is to teach children healthy eating habits while in the context of having a good time while playing.

Patricia Stephens, 05/13/11,
This first paragraph is overburdened with jargon, making it hard for a reader to understand what you are saying about “serious games” and to see what point you wish to make. I suggest rewriting in a simpler style and briefly defining what serious game are and what they can do in terms of education.
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The intended audience for the game is children aged between 7 and to 10 years old. At this age, children are capable of distinguishing between healthy and unhealthy food habits. It is observed that tThere are children within this age range who spend time alone at home [2]. During this time they tmake some important eating decisions, such as what to eat, when to eat it, and how much foodto eat. It is believed that educating children in healthy food habits will help them to tmake appropriate decisions when they do not have adult supervision. Because food habits differ from country to country, Tthe geographic audience for Yummy Tricks is limited to Spain, because food habits are different depending on the country.

The game play involves dragging virtual objects on a 2D space. It is tested, Testing shows that performing this task is easy enough for children of this age [3]. The application has beenwas designed to be played in with a touch device, because this makes the task of dragging very intuitive. However, it can also be played using a mouse at the cost of little more difficulty.

The game teaches children with some important nutrition concepts, and it tries to increase raise their conscience consciousness about the importance of food. For this reason, the game's objectives are helping to help children to:

Distinguish groups of foods and what food belongs to each of themgroup. Learn that a healthy diet requires eating foods from different groups in a

balanced manner. Emphasize the importance of distributing food intakes into five meals per day. Be aware of the amount of food that has toshould be eaten at different meals.

2. Implementation

2.1. Game Mechanics

The application is a container for mini-games. It currently contains two games but may be extended with more. For each game there is a preparation screen. This screen contains a “trick” , whichthat describes the lesson that mustto be learned oin that game, and as well as instructions for playing the game.

2.1.1. First Mini Game

The learning objective for the first game is to distinguish between the groups of foods in the food pyramid. The trick screen shows a food pyramid, so the player can identify the groups of foods before playing. The game shows a basket at the bottom of the screen. This basket can be dragged left and right to collect the food elements that fall from the top of the screen. Children must show their ability on to collecting food elements from only a single group.

At any time, only one food group should be collected. The current group changes several times during the game. The challenge for the user/learner is to get as many points as possible within a limited time. Two points are obtained every each time that a food element belonging to the current food group is collected. One point is subtracted for collecting a food element of from a different food group.

The game ends after a fixed time period duration. At this timethat point, an end game screen is shown.

Patricia Stephens, 05/13/11,
You might need to explain what you mean here. Are you talking about the 3 regular meals (breakfast, lunch, and dinner) plus 2 snacks (mid-morning and mid-afternoon)?
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2.1.2. Second Mini Game

The second game has two learning objectives: appreciating the convenience to eatof eating five times a day, and understanding which foods are mostre appropriate for each of the five meals. This isis the objectives are explained ion the trick screen. The game consists in of dragging full meals through a “tunnel.”. The end of the tunnel contains a label with the name of the meal. The game's challenge is in moving the food without touching the walls of the tunnel. The meal icon has to be dragged downwards. If during this process, a wall is touched, then the meal returns to its initial position (the top position).

The game ends when all five meals have reached their destinations. At this time an end game screen is shown.

2.2. Technological Flexibility

The application has been developed in such a way that is very easy to add new games. Each game is developed as an individual application.

All coding of the game has been done in the Java programming language [4]. This language has been chosen for several reasons: it is open source, which allows the developmenting and distributionng it of the game to be done freely; it has multiplatform support; and the language is extended with many features that facilitate high-level graphics application programming.

2.3. Adaptability

As mentioned before, the application is developed in The Java programming language [4], which facilitates multiplatform support. That meansso that it the game can run on different operating systems such as MS Windows, Mac OS, and Linux. The current game version consists of two releases: an executable file (.exe), which facilitates its installation in a Windows environment,; and Java bytecode, which lets to it run it inon any of the above-mentioned platforms [5].

Several interactive devices may can be used to play the game,. These areincluding a PC using thewith a mouse, a PC with a pen tablet, or a tablet PC. Touch screen interaction makes game play more intuitive.

2.4. Healthy Habits Research

The application development required research on healthy habits. Several sources of information have beenwere consulted. For the types of food, quantities, and menus, it has beenwe consulted two sources of information: M.D. Graciela Ribas, which has an expertise in nutrition, and Cure4Kkids documentation found in [6]. The food pyramid, is based on the one proposed by the Health and Agriculture Departments of the United States [7].

2.5. Graphic Design

The graphic identity of the application, such as the logo and all the graphical interface elements of the game, are designed following to reflect the ideas behind “Yummy

Patricia Stephens, 05/13/11,
Clarify what the object of the preposition “in” is. Are you pointing to a particular book or paper that is part of the Cure4Kids website? It appears to me that your reference citation numbers are off in this paragraph. In your list of references, number 8 is the one pertaining to the food pyramid.
Patricia Stephens, 05/13/11,
If you are referring to a person, use “who” here.
Patricia Stephens, 05/13/11,
Did you mean to cite the Kuo thesis here?
Patricia Stephens, 05/13/11,
Is this what you meant?
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Tricks”—. These are happiness, vitality, energy, confidence, variety, and intellectuality.

The logo that got more acceptances among children was chosen as definitive (Figure 1).

Figure 1. The final logo for the serious game.

Figure 2. Application main screen.

It is shown in the Figure 1. As for the colors, wWe used some warm and saturated colors in the first word to represent happiness. For the word “trick” we used the blue color. Blue isbecause of that color’s association with "intellectual" and represents veracitytruthfulness [9]. The representations of colors are based on the study in [8].

3. Observations and Results

In our Ppreliminary studies, included three children having tested the application during at different stages of the game development. Their opinions affected design decisions since beginning in the early stages of the project. All testers found that the game was to be fun, and they liked its colorful design.

The main screen of the application is shown in fFigure 2. The layout is simple but very colorful. It contains buttons to access games 1 and 2. These are labeled as Trick 1 and Trick 2. Moreover, there is an exit button and an information button.

Each game starts with a trick screen. This screen shows a recommendation about healthy eating habits related to the current game plus a set of playing instructions. Figures 3 and 5 present the trick screens for both each games.

The first trick involves to “knowing the groups of the food pyramid for a healthy diet.” The concept is accompanied by a drawing of the pyramid. The game starts after clicking the arrow button.

Patricia Stephens, 05/13/11,
It seems odd to point to Figure 5 before you point to Figure 4. Could you rearrange figures so that you cite them in numerical order?
Patricia Stephens, 05/13/11,
What does this do?
Patricia Stephens, 05/13/11,
Clarify. Did you put the various logos to a vote or did you ask children which of several versions they preferred? You might change this sentence to something like “Children’s preferences led to our final choice of a logo.”
Patricia Stephens, 05/13/11,
Change to “intellectual curiosity”?
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The basket is being slid left and right by the gamer to collect only the food elements that correspond to the current group.

To increase the challenge, Ffood elements are falling both from the top following on vertical paths at random velocity, and from random horizontal positions to increase challenge. In Figure 4, the current group is “Fruits”, as it is written in the violet label on the top of the screen. The color of the ribbon on the basket matches the color of the label and changes with different groups.

Figure 3. Screen with the trick for the first game.

Figure 4. A screenshot of the first game.

Figure 5. Screen with the trick for the second game.

Figure 6. A screenshot of the second game.

Patricia Stephens, 05/13/11,
“different rates of speed”?
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The trick for the second game is “A balanced diet should include 5 meals distributed along the day”, and includes a graph with recommendations about what time to eat them. The objective of the second game is to drag meals from the top of the screen to its destination area, situated at the bottom. Figure 6 shows a snapshot of this.

4. Conclusions

Preliminary results show that the proposed Yummy Tricks application successfully engages children oin playing while learning healthy food habits. Its Bbeing a game helps motivates for children to playing it over and over. Moreover, being extendable with other mini-games helps makes it possible to improveing the game with additional learning lessons. Initial observations show that children understand and remember the lessons for each game. However, future research, such as the one performed in [9] is needed to verify the effectiveness oin changing children’s food habits on them. The application was awarded with the first prize (Golden Award) of the eHealth Challenge 2010. We thank Cure4Kids and SantSaint Jude Children’s Research Hospital staff for organizing this contest and promoting kids’ health around the Wworld.

References

[1] O. García-Pañella, E. Labrador-Ruiz, A. Badia-Corrons, P. Moreno-Font, On Creativity in Multimedia: Serious Games, Cepis Upgrade 6 (2010).

[2] D. Belle, The After-SchoolLives of Children - Alone and With OthersWhile Parents Work, Lawrence Erlbaum Associates, Mahwah, NJ, 1999.

[3] SUTC '08 Proceedings of the 2008 IEEE International Conference on Sensor Networks, Ubiquitous, and Trustworthy Computing, 2008.

[4] Y. Kuo, Usability Test of Pen-based Input on Different Mobile Devices with Young Children, Master’s Thesis, National University of Tainan, 2006.

[5] Oracle. (2006). Java docs SDK 1.4.2. Retrieved from http://download.oracle.com/javase/1.4.2/docs/api/[6] E. D'Andrea. Java 2: curso de iniciación, Inforbooks, 2006.[7] St. Jude Children’s Research Hospital. (2002-2011) Cure4Kids. Retrieved from

http://www.cure4kids.org,, [8] United States Department of Agriculture. (2011) Food Pyramid. Retrieved from

http://www.mypyramid.gov/[9] W. Wong. Los Principios del Color, Colección GC Diseño, Mexico, 2008.[10] J.J. Lin, L. Mamykina, S. Lindtner, G. Delajoux H.B. Strub. Fish'n'Steps: Encouraging Physical

Activity with an Interactive Computer Game, UbiComp 2006, Orange County, CA, 2006

Patricia Stephens, 05/13/11,
Change to “such as that reported by Jin et al. [10]”?
Patricia Stephens, 05/13/11,
Should this be “throughout”?