DIGITAL TECHNOLOGIES AND GAME-BASED LEARNING TO PROMOTE FOOD LITERACY AMONG ADOLESCENTS: A MIXED-METHODS STUDY

Giovanna Scala

Abstract


This mixed-methods study examined the effectiveness of an eight-week educational intervention based on digital technologies and game-based learning to promote food literacy among adolescents. The programme integrated serious games, collaborative activities, critical analysis of food media, and digital content creation. Results revealed significant improvements in food literacy, healthy eating behaviors, intrinsic motivation, and student engagement, with positive inclusive effects also observed for students with ADHD.


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DOI: https://doi.org/10.32043/gsd.v1i1.1691

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Italian Journal of Health Education, Sports and Inclusive Didactics 

ISSN printed: 2532-3296

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