Abstract
The influence of combined experiential learning through face-to-face instruction and immersive environment (IE) on health behavior change has not been examined extensively. The goal of the WAVE∼Ripples for Change Childhood Obesity Prevention project was to determine the effectiveness of teaching nutrition and physical activity knowledge with an IE designed to reinforce these healthy behaviors (i.e. Rippleville), and if it could improve overall diet and physical activity. Participant engagement was crucial for the participant’s exposure to the decision-making process and data collection. This paper describes the strategies implemented in Rippleville to maximize participation and to engage a remote and scattered teenage population into an IE, including our mixed-reality models, as well as learning, engagement, and programming strategies.
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Notes
- 1.
It’s important to note that OpenSimulator allowed only two speed of physical activity: walking and running. Thus, the performance of the participants was their ability to stay fueled and hydrated within proper nutritional guideline.
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Acknowledgments
The WAVE project is sponsored by NIFA AFRI Award No. 2013-67001-20418. We also would like to acknowledge our team at Technology Across the Curriculum at Oregon State University: Sherif Abdelwahab, Michael Bonyad, Justin Bruntmyer, Britany Buttacavolli, Adrian Clement, Jianqing Cui, Jacob Day, Mark Dinsmore, Gabby Fecteau, Darcie Gardner, Mark Hammersmith, Tyler Hasenoehrl, Jake Jeffreys, Madeline Luecht, Andi McFarland, Michael Nevins, Rob Rogers, Nan Shi, Ingrid Skoog, and Chris Tucker.
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Moissinac, B., Hescock, K., Dorbolo, J., Wong, S.S., Manore, M. (2016). Strategies to Design a Mixed-Reality Immersive Environment and Influence Teen Health Behaviors. In: Allison, C., Morgado, L., Pirker, J., Beck, D., Richter, J., Gütl, C. (eds) Immersive Learning Research Network. iLRN 2016. Communications in Computer and Information Science, vol 621. Springer, Cham. https://doi.org/10.1007/978-3-319-41769-1_2
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