Our research focuses on the use of wearable activity monitors to motivate behavior change and increase adolescents’ health and physical fitness. Youth participants wear Fitbits that sync with a video game, thus connecting their physical and virtual experiences. This poster presents two case studies: an urban middle school and a suburban junior high school. In a gamification of our research methods, we describe the “terrain” (a community’s affordances for physical activity) and “resources” (a community’s access to technology and funding) of our two case studies alongside the terrain and resources in the online game.
Terrain and Resources in Virtual Games and Physical Communities
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