UPSI Digital Repository (UDRep)
Start | FAQ | About
Menu Icon

QR Code Link :

Type :thesis
Subject :RA Public aspects of medicine
Main Author :Yanzhen, Wang
Title :Effects of game-based childhood obesity prevention framework among preschool children
Place of Production :Tanjong Malim
Publisher :Fakulti Seni, Komputeran dan Industri Kreatif
Year of Publication :2018
Corporate Name :Universiti Pendidikan Sultan Idris
PDF Guest :Click to view PDF file

Abstract : Universiti Pendidikan Sultan Idris
This research was carried out to validate a framework of game-based childhood obesity prevention. A mobile game titled Fight Obesity 2.0 was produced through a five-step gamification approach as an instance of the prevention framework. The game incorporated constructive alignment of intended prevention outcomes and structural game elements. The lean production strategy was deployed to produce a viable serious game with its paratextual materials. The design of the game was validated by 38 game designers through a playtesting session, while the content knowledge was validated by two pediatricians, one from China and another in Malaysia. The game also passed the age rating test under the International Age Rating Coalition. The effects of Fight Obesity 2.0 in actual prevention context was investigated through a non-equivalent control group pre-test / post-test quasiexperiment. Edumetric tests were conducted with 60 children at the kindergarten in the National Child Development Research Centre. After having a month of exposure to game playing, the experimental group performed significantly better in the post-test as compared to their performance in the pre-test and the performance of the control group in the post-test. In terms of gender difference, female children performed significantly better than the male. Twenty-one null hypotheses were tested to examine the effects of the game upon children‘s food preferences, conception on the relationship between obesity and physical exercise, and the danger of obesity among children. In conclusion, the game was found to be effective in changing the children‘s food preference, from liking unhealthy food to disliking unhealthy food. These results were verified by findings revealed through a one-week non-participant observation in the kindergarten and semi-structured interviews conducted with the kindergarten supervisor. The implication of this research suggest that a serious game (designed and developed based on the framework game-based childhood obesity prevention) can make significant positive effects in changing the food preferences among preschool children. However, further studies would be needed to examine how the framework can afford preschool children to comprehend the relationship between physical activities and obesity, and the danger of childhood obesity.

References

Abt, C. C. (1970). Serious games. Lanham: University Press of America.

 

Adams,  E.  (2013).  Fundamentals  of  game  design  (3??  ed.).  Berkeley:  New  Riders, p.20.

 

Akilli,  G.    K.  (2007).  Games  and  simulations:  a  new  approach  in  education?  In: Gibson, 

D., Aldrich, C. & Prensky, M. ed.  Games and simulations in online learning:   research   and   

development   frameworks.   Hershey:   Information System Publishing , pp. 1-20.

 

Alamri, A., Hossain, M. A., Hassan, M. M., Hossain, M. S., Alnuem, M., Ahmed, D. T., & Saddik, A. 

E. (2013). A cloud-based pervasive serious game framework to  support  obesity  treatment.  

Computer  Science  and  Information  Systems, 10(3), 1229-1246.

 

Amarasinghe,   A.,   &   D‘Souza,   G.   (2012).   Individual,   social,   economic,   and 

environmental  model:  a  paradigm  shift  for  obesity  prevention.  International Scholarly 

Research Network Public Health, 1-10.

 

Aminah,  A.,  Rohani,  A.,  Nani,  M.,  &  Jameyah,  S.  (2013).   Modul  Pendidik  / Pengasuh: 

Kursus Asuhan & Didikan Awal Kanak-kanak PERMATA Negara. Serdang: Penerbit UPM.

 

Amri,  Y.  (2010).  A  conceptual  framework  for  serious  games  and  its  validation. 

[Unpublished PhD Thesis] Southampton: University of Southampton.

 

Anderson,  L.  A.,  Prohaska,  T.  R.,  &  Satariano,  W.  A.  (2015).  Prevention.  In  The 

Encyclopedia of Adulthood and Aging. Haboken: John Wiley & Sons, pp. 1-5

 

Annetta,  L.  (2010).  The  ?I‘s?  have  it:  A  framework  for  serious  educational  game design. 

Review of General Psychology, 14, 105–112.

 

Apovian, C. M., Baker, C., David, S. L., Hopping A. G., Hsu, G., Lenders, C., Pratt, J.

S. A, Forse, R. A., O‘Brien, A., & Tarnoff, M. (2005). Best practice guidelines in  pediatric  /  

adolescent  weight  loss  surgery.  Obesity  A  Research  Journal, 13(2), 274-282.

 

Aris, I. M., Chen, L., Tint, M. T., Pang, W. W., Soh, S. E., Saw, S., Shek, L. P., Tan,

K., Gluckman, P. D., Chong, Y., Yap, F., Godfrey, K. M., Kramer, M. S., & Lee,  Y.  S.  (2017).  

Body  mass  index  trajectories  in  the  first  two  years  and subsequent  childhood  

cardio-metabolic  outcomes:  a  prospective  multi-ethnic Asian cohort study. Scientific Reports, 

7(8424), 1-10.

 

Bahagian   Pembangunan   Kurikulum.   (2016).   Kurikulum   Standard   Pra-Sekolah

Kebangsaan. Putrajaya: Kementerian Pendidikan Malaysia.

 

Baños, R. M., Cebolla, A., Oliver, E., Alcañiz, M., & Botella, C. (2013). Efficacy and 

acceptability  of  an  Internet  platform  to  improve  the  learning  of  nutritional knowledge  

in  children:  the  ETIOBE  Mates.  Health  Education  Research, 28(2), 234-248. doi: 

10.1093/her/cys044

 

Baranowski,  T.,  Baranowski,  J.,  Thompson,  D., Buday,  R.,  Jago,  R., Griffith,  M. J., Islam, 

 N.,  Nguyen,  N.,  &  Watson,  K.  B.  (2010).  Video  game  play,  child diet,  and  physical  

activity  behavior  change:  a  randomized  clinical  trial. American Journal of Preventive 

Medicine, 40(1), 33-38.

 

Beasley,  N.,  Sharma,  S.,  Shegog,  R.,  Huber,  R.,  Abernathy,  P.,  Smith,  C.,  & Hoelscher,  

D.  (2012).  The  Quest  to  Lava  Mountain:  using  video  games  for dietary change in children. 

Journal of the Academy of Nutrition and Dietetics, 112(9), 1334-1336.

 

Bethke, E. (2003). Game development and production. Texas: Wordware Pub.

 

Biggs,  J.,  & Tang,  C.  (2007).  Teaching  for  quality  learning  at  university:  what  the 

student does (3?? ed.). Maidenhead: Open University Press.

 

BrainPOP   Educators.   (n.d.).   Oncology   lesson   plan:   cancer   identification   and 

treatment  science  game.  [Online]  Retrieved  on  November  20,  2017  from 

http://educators.brainpop.com/lesson-plan/oncology-game-cancer-lesson-plan/

 

Bryman,  A.  (2008).  Social  research  methods  (3??  ed.).  Oxford:  Oxford  University Press.

 

Carron, T., & Marty, J-C. (2009). User modelling in learning games. Proceedings of the 3rd European 

Conference on Games Based Learning, pp. 86-94.

 

Carver, R. P. (1974). Two dimensions of test: psychometric and edumetric, American Psychologist, 

29, 512-518.

 

Centers  for  Disease  Control  and  Prevention  (2015).  Child  Development.  [Online] Retrieved   

            on               January              18,               2016               from: 

www.cdc.gov/ncbddd/childdevelopment/facts.html

 

Chandler,  H.  M.  (2006).  The  Game  Production  Handbook.  Game  Development Series, Charles: 

River Media.

 

Christison,  A.,  &  Khan,  H.  A.  (2012).  Exergaming  for  health:  a  community-based pediatric 

 weight  management  program  using  active  video  gaming.  Clinical Pediatrics, 51(4), 382-388.  

doi: 10.1177/0009922811429480

 

Cohen,  L., Manion,  L.,  & Morrison, K. (2007).  Research methods in education (6??

London: Routledge.

 

Cramer,   D.   (1998).   Fundamental   statistics   for   social   research:   step-by-step 

calculations  and  computer  techniques  using  SPSS  for  Windows.  London: Routledge.

 

Cresswell, J. (ed.) (2009). The Oxford Dictionary of Word Origins (2?? ed.). Oxford: Oxford 

University Press.

 

Creswell, J. W. (2007). Qualitative inquiry and research design: choosing among five approaches 

(2?? ed.). London: SAGE.

 

Crotty, M. (1998). The foundations of social research: meaning and perspective in the research 

process. London: SAGE.

 

Daley, A. J. (2009). Can exergaming contribute to improving physical activity levels and health 

outcomes in children? Pediatrics, 124(2), 763-771.

 

Deckelbaum, R. J., & Williams, C. L. (2001). Childhood obesity: the health issues,

Obesity Reviews, 9, 239-243

 

De Freitas, S., & Oliver, M. (2006). How can exploratory learning with  games  and simulations 

within the curriculum be most effectively evaluated? Computer & Education, 46, 249-264.

 

DeMaria,  E.  J.,  Murr,  M,  Byrne,  T.  K.,  Blackstone,  R.,  Grant,  J.  P.,  Budak,  A.  & 

Wolfe,  L. (2007). Validation of the obesity surgery mortality risk score in a multicenter  study  

proves  it  stratifies  mortality  risk  in  patients  undergoing gastric bypass for morbid 

obesity. Annals of Surgery, 246(4), 578-582.

 

Dias, J. D., Tibes, C.  M.  S., Fonseca, L. M. M, Zem-Mascarenhas, S. H. (2017).Use of  serious  

games  for  coping  with  childhood  obesity:  integrative  literature review. Texto Contexto 

Enferm, 26(1), 1-10.

 

Dietz,  W.  H.,  &  Gortmaker,  S.  L.  (1985).  Preventing  obesity  in  children  and adolescent. 

Annual Review of Public Health, 22, 337-353.

 

Dillon,    R.  (2013).  Serious  games  and  fun:  an  analysis.  International  Journal  of 

Innovative Research and Development, 2(5), 1046-1063.

 

Doane,  D.  P.,  &  Seward,  L.  E.  (2011).  Measuring  skewness:  A  forgotten  statistic?

Journal of Statistics Education, 19(2), 1-18.

 

Elsevier  Health  Sciences.  (2010,  December  13).  Improving  children's  diets  using behavior  

change  video  games  shows  promise. Science  Daily.  Retrieved  on January  25,  2017  from 

www.sciencedaily.com/releases/2010/12/101206201238.htm

 

Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of physical   

activity   among   inactive   children   in   a   physical education  classroom.  Journal  of  Applied  Behavior  Analysis,  43(4),  591-600.

doi:  10.1901/jaba.2010.43-591

 

Forslund,  A.,  Staaf,  J.,  Kullberg,  J.,  Ciba,  I.,  Dahlbom,  M,  &  Bergsten,  P.  (2014). 

Uppsala   Longitudinal  Study  of  Childhood  Obesity:  Protocol  description. Pediatrics, 133(2), 

386-393.

 

Frankfort-Nachmias, C., Nachmias, D., & DeWaard, J. (2014). Research Methods in the Social Sciences 

(8?? ed.). Gordonsville: Worth Publishers.

 

Frenn,  M.,  Malin,  S.,  Brown,  R.  L.,  Greer,  Y.,  Fox,  J.,  Greer,  J.,  &  Smyczek,  S. 

(2005). Changing the tide: An internet/video exercise and low-fat diet obesity prevention with 

middle school students. Applied Nursing Research, 18(1),13– 21.

 

Gao,  Z.,  Hannan,  P.,  Stodden,  D.  F.,  &  Valdez,  V.  E.  (2013).  Video  game-based 

exercise,   Latino   children's   physical   health,   and   academic   achievement. American     

Journal     of     Preventive     Medicine,     44(3),     240-246.     doi: 

10.1016/j.amepre.2012.11.023.

 

Gibson, J. (2014). Introduction to game design, prototyping, and development: from concept to 

playable game with Unity and C#. Upper Saddle River: Addision- Wesley, p.144.

 

Göbel,  S.,  &  Wiemeyer,  J.  (Eds.)(2014).  Games  for  training,  education,  health  and 

sports.  Proceedings  of  the  4??  International  Conference  on  Serious  Games. Cham: Springer 

International Publishing.

 

Goldfield, G. S., Moore, C., Henderson, K., Buchholz, A., Obeid, N., & Flament, M.

F. (2010). Body dissatisfaction, dietary restraint, depression, and weight status in adolescents. 

The Journal of School Health, 80(4), 186-192.

 

Google   Play   Developer   Console.   (2016).   Google   Play   Developer   Distribution 

Agreement.      [Online]      Retrieve      on      August      29,      2016      from 

https://play.google.com/about/developer-distribution-agreement.html

 

Goran M. I. (2001). Metabolic precursors and effects of obesity in children: A decade of  progress, 

 1990–1999.  The  American  Journal  of  Clinical  Nutrition,  73(2), 158 –71.

 

Gortmaker,  S.  L.,  Peterson,  K,  Wiecha,  J.,  Sobol,  A.  M.,  Dixit,  S.,  Fox,  M.  K.,  & 

Laird, N. (1999). Reducing obesity via a school-based interdisciplinary obesity prevention  among  

youth.  Archives  of  Pediatrics  &  Adolescent  Medicine  , 153(4), 409–18.

 

Graf, L. D., Pratt, L. V., Hester, C. N., & Short, K. R. (2009). Playing active video

games increases energy expenditure in children. Pediatrics, 124(2), 534-540.

 

Graves,  L.  E., Ridgers,  N.  D., Atkinson,  G.,  & Stratton,  G.  (2010).  The  effect  of active 

video gaming on children's physical activity, behavior preferences and body composition. Pediatric 

Exercise Science, 22(4), 535-546.

 

Graves,  L.,  Stratton,  G.,  Ridgers,  N.,  &  Cable,  N.  (2008).  Energy  expenditure  in 

adolescents playing new generation computer games. British Journal of Sports Medicine, 42, 592–594.

 

Gray,  D.  E.  (2009).  Doing  research  in  the  real  world  (2??  ed.)  London:  SAGE 

Publishing.

 

Guba, E. G. (1990). The paradigm dialog. London: SAGE Publishing.

 

Harvey, K. (ed.) (2014). Encyclopedia of social media and politics. London: SAGE Publishing, p.112.

 

Health Games Research. (2017a). Bronkie the Bronchiasarus. [Online] Retrieved on November           

                   20,                              2017                              from 

http://www.healthgamesresearch.org/games/bronkie-the-bronchiasaurus

 

Health   Games   Research.   (2017b).   Hungry   Red   Planet.   [Online]   Retrieved   on November 

20, 2017 from http://www.healthgamesresearch.org/games/hungry- red-planet

 

Health   Games   Research.   (2017c).   Packy   and   Marlon.   [Online]   Retrieved   on November  

20,  2017  from  http://www.healthgamesresearch.org/games/packy- marlon

 

Health Games Research. (2017d). Zamzee. [Online] Retrieved on November 20, 2017 from 

http://www.healthgamesresearch.org/games/zamzee

 

Herndon,  C.  D.,  Decambre,  M.,  &  McKenna,  P.  H.  (2001).  Interactive  computer games  for  

treatment  of  pelvic  floor  dysfunction.  The  Journal  of  Urology, 166(5), 1893-1898.

 

Heun,  R.  E.;  Heun,  L.  R.,  &  Schnucker,  R.  V.  (n.d.).  Edumetric  validation  of cognitive 

  style   map   items   and   elements:   1.   Northeast   Missouri   State University.       

[Online]       Retrieved       October,       29,       2016       from 

files.eric.ed.gov/fulltext/ED113362.pdf

 

Hills,  A.  P.,  King,  N.  A.,  &  Armstrong,  T.  P.  (2007).  The  contribution  of  physical 

activity and sedentary behaviours to the growth and development of children and  adolescents:  

implications  for  overweight  and obesity.  Sports  Medicine. 37(6), 533-545.

 

Hoffman, H. G., Richards, T. L., Bill, A. R., Van Oostrom, T., Magula, J., Seibel, E. J., & Sharar, 

S. R. (2006). Using fMRI to study the neural correlates of virtual

reality analgesia. CNS Spectrums, 11(1), 45-51.

 

Hohmann,   L.  (2003).   Beyond  Sofware  Architecture   –  Creating  and   Sustaining

Winning   Solutions.   Addison-Wesley   Signature   Series.   Boston:   Addison- Wesley 

Professional.

 

HopeLab.  (2017).  Re-Mission  2.  [Online]  Retrieved  on  November  20,  2017  from 

http://www.re-mission2.org/

 

Hunicke,  R.,  LeBlanc,  M.,  &  Zubek,  R.  (2004).  MDA:  a  formal  approach  to  game design 

and game research. The American Association for Artificial Intelligence Workshop - Technical 

Report. [Online] Retrieved on November 26, 2017 from 

https://www.cs.northwestern.edu/~hunicke/MDA.pdf

 

Hunt, E. F., & Colander, D. C. (2013). Social Science: An introduction to the study of society 

(15?? ed.). London: Routledge.

International  Age  Rating  Coalition.  (2016).  About  IARC.  [Online]  Retrieved  on November 25, 

2016 from https://www.globalratings.com/about.aspx

 

Irwin,  G.  L.,  Siddiqi,  A.,  &  Hertzman,  C.  (2007).  Early  Child  Development:  A Powerful 

Equalizer (H. E. L. Partnership, Trans.). Vancouver, Canada: World Health Organization, p.38.

 

Kankaanranta,  M.,  &  Neittaanmaki,  P.  (Eds.)(2009).  Design  and  use  of  serious games.  

Cham: Springer International Publishing.

 

Kaplan,  L.  M.  (2005).  Gastrointestinal  management  of  the  bariatric  surgery patient.

Gastroenterology Clinics of North America, 34, 105-125.

 

Kato,  P.  M.,  Cole,  S.  W.,  Bradlyn,  A.  S.,  &  Pollock,  B.  H.  (2008).  A  video  game 

improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial, 

Pediatrics, 122(2), 305-317.

 

Khoo, Y. K. (2014). Childhood obesity – Dr. Alya Hamzah. The Malaysian Medical Gazette.       

[Online]       Retrieved       on       January       30,       2015       from 

http://www.mmgazette.com/childhood-obesity-dr-alya-hamzah/

 

Konami [Computer software]. (2009). Tokyo: Nintendo.

 

Kotani,  K.,  Nishida,  M.,  Yamashita,  S.,  Funahashi,  T.,  Fujioka,  S.,  Tokunaga,  K., 

Ishikawa,  K.,  Tarui,  S.,  &  Matsuzawa,  Y.  (1997).  Two  decades  of  annual medical 

examinations in Japanese obese children: Do obese children grow into obese   adults?   

International   Journal   of   Obesity   and   Related   Metabolic Disorders, 21(10), 912–21.

 

Krishnan Guru, B. (2005). Data analysis. In: Richardson, S., ed. How to research: a guide   for   

undergraduate   and   graduate   students.   Singapore:   Thomson

Learning.

 

Landreth,  G.  L.  (2012).  Play  therapy:  the  art  of  the  relationship  (

ed.).  London:

Routledge

 

Lee,  J.,  &  Liu,  M.  (2016).  Design  of  fantasy  and  their  effect  on  learning  and 

engagement in a serious game. In  Zheng, R. (ed.) Handbook of Research on Serious  Games  for  

Educational  Applications.  Hershey:  IGI Global,  pp.  197- 216.

 

Lee, J. J. (2007). Emotion and sense of telepresence: The effects of screen viewpoint, 

self-transcendence style, and NPC in a 3D game environment. In Jacko, J.A. (ed.)  Human-Computer  

Interaction.  HCI  Intelligent  Multimodal  Interaction Environments. Berlin: Springer Berlin 

Heidelberg.

 

Lee, Y. X. (2015). Fight Obesity. [Tablet computer game]. Tanjong Malim: Universiti Pendidikan  

Sultan  Idris  Lobstein,  T.,  &  Frelut,  M.  L.  (2003).  Prevalence  of overweight among 

children in Europe, Obesity Reviews, 4(4), 195–200.

 

Levy,  L.,  &  Novak,  J.  (2009).  Game  development  essentials:  game  QA  &  testing.

Clifton Park: Delmar Cengage.

 

Lison, J. F., Cebolla, A., Guixeres, J., Alvarez-Pitti, J., Escobar, P., Bruno, A., Lurbe, E.,  

Alcaniz,  M.,  &  Banos,  R.  (2015).  Competitive  active  video  games: physiological   and   

psychological   responses   in   children   and   adolescents. Paediatrics & Child Health, 20(7), 

373-376.

 

Macionis, J. J. (2013). Sociology (15?? ed.). Upper Saddle River: Pearson.

 

Mäkilä,  T.,  Hakonen,  H.,  Smed,  J.,  Best,  A.  (2009).  Three  approaches  towards teaching  

game  production.  In  Kankaanranta,  M.,  Neittaanmäki,  P.  (eds.) Design and use of serious 

games. Intelligent systems, control, and automation: Science and Engineering Volume 37. Houten: 

Springer Netherlands, pp 3-18.

 

Malaysian  Qualification  Agency.  (2015).  Standards:  master’s  and  doctoral  degree.

Petaling Jaya: Malaysian Qualification Agency.

 

Manninen,  T.,  Kujanpää,  T.,  Vallius,  L.,  Korva,  T.,  &  Koskinen,  P.  (2006).  Game 

production   process   –   A   preliminary   sStudy.   Technical   Report   v1.0. 

Ludocraft/ELIAS-project.

 

Marfisi-Schottman, I., George, S., & Tarpin-Bernard, F. (2010). Tools and methods for efficiently 

designing serious games. In: Meyer, B., ed. Proceedings of the Fourth   European   Conference   on  

 Games   Based   Learning,   University   of Aarhus, Copenhagen, October 21–22, Reading: Academic 

Publishing Limited, pp. 226-234.

 

Marshall,  S.,  Biddle,  S.  J.  H,  Gorely,  T.,  Cameron,  N.  &  Murdey,  I.  (2004). 

Relationship between media use, body fatness and physical activity in children and  youth:  a  

meta-analysis.  International  Journal  of  Obesity,  28(10),  1238- 246.

 

Matsunaga, H. (2007). Wii Fit [Computer software]. Kyoto: Nintendo.

 

McClelland,  D.  C.  (1973).  Testing  for  competence  rather  than  for  ?intelligence?,

American Psychologist, 28, 1-14.

 

Michael, D. & Chen, S. (2006). Serious games: games that educate, train and inform.

Boston: Thomson Course Technology.

 

Milteer,  R.  M.,  &  Ginsburg,  K.  R.  (2012).  The  importance  of  play  in  promoting healthy 

child development and maintaining strong parent-child bond: focus on children in poverty. 

Pediatrics, 129, 2011-2953.

 

Mindes,  G.  (2014).  Social  studies  for  Young  Children:  Preschool  and  primary curriculum 

anchor. Playmouth: Rowman & Littlefield Education.

 

Ministry   of   Health   Malaysia.   (2010).   Malaysian   dietary   guidelines.   Putrajaya: 

National Coordinating Committee on Food and Nutrition.

 

Murphy,  E.  C., Carson,  L., Neal,  W., Baylis,  C., Donley,  D., &  Yeater,  R.  (2009). Effects  

 of   an   exercise   intervention   using   Dance   Dance   Revolution   on endothelial    

function    and    other    risk    factors    in    overweight    children. International     

Journal     of     Pediatric     Obesity,     4(4).     205-214.     doi: 

10.3109/17477160902846187.

 

National Institutes of Health. (2002). The practical guide: identification, evaluation, and  

treatment  of  overweight  and  obesity  in  adults.  Washington  D.C.:   NIH Publication.

 

Nguyen,  B.,  Kornman,  K.  P.,  &     Baur,  L.  A.  (2011).  A  review  of  electronic 

interventions for prevention and treatment of overweight and obesity in young people. Obesity 

Reviews, 12(5), 298–314.

 

Niehoff,  V.  (2009).  Childhood  obesity:  a  call  to  action.  Bariatric  Nursing  and Surgical 

Patient Care, 4(1), 17-23.

 

Ningbo  Women  and  Children‘s  Hospital.  (2016).  Hospital  Introduction.  [Online] Retrieved on 

December 28, 2016 from www.nbfeyy.com/english/index.asp

 

O‘Connor, T., Cooper, R., Fitzgerald, S., Dvorznak, M., Boninger, M., VanSickle, D., & Glass, L. 

(2000). Evaluation of a manual wheelchair interface to computer games. Neurorehabilitation and 

Neural Repair, 14, 21–30.

 

O‘Connor, T., Fitzgerald, S., Cooper, R.,  Thorman, T. A., & Boninger, M.L. (2002). Kinetic  and  

physiological  analysis  of  the  gamewheels  system.  Journal  of Rehabilitation Research & 

Development, 39(6), 627-634.

 

Orleans,  T.,  &  Quinn,  B.  (2014).  Lessons  learned  from  global  efforts:  Case  study 

childhood  obesity.  Durham:  National  Collaborative  in  Childhood  Obesity

Research.

 

Orry, J. (2009). Wii Fit the UK’s best seller of 2009. Retrieved November 25, 2016 from             

                                                                                                http://

www.videogamer.com/wii/mario_kart_wii/news/wii_fit_the_uks_best_seller_ of_2009.html

 

Pempek,  T.A.,  & Calvert,  S.L.  (2009).  Tipping  the  balance:  use  of  advergames  to promote  

 consumption  of   nutritious   foods   and  beverages   by  low-income African  American  

children.  Archives  of  Pediatric  and  Adolescent  Medicine, 163(7), 633-637. doi: 

10.1001/archpediatrics.2009.71.

 

Perintah  Kerajaan  Malaysia.  (2010).  Laws  of  Malaysia  Act  709:  Personal  Data Protection 

Act 2010. Kuala Lumpur: Percetakan National Malaysia Berhad.

 

Polanco,  T.  (2016).  We  have  to  accept  iterative  consoles  are  inevitable.  [Online] 

Retrieve on October 15,  2016 from  http://www.geek.com/games/we-have-to- 

accept-iterative-consoles-are-inevitable-1656483/

 

Popkin, B. M., Adair, L. S. & Ng, S. W. (2014). The global nutrition transition: the pendemic of 

obesity in developing countries. Nutrition Reviews, 70(1), 3-21.

 

Poppenk, J.; Kohler, S. & Moscovitch, M. (2010). Revisiting the novelty effect: When familiarity,   

not   novelty,    enhances   memory.    Journal   of   Experimental Psychology, Learning, Memory 

and Cognition, 36(5), 1321-1330.

 

Prensky,  M.  (2007).  Digital  game-based  learning.  Paragon  House  ed.  New  York: Paragon 

House.

 

Prensky, M. (2001). Why and how it works: digital game-based learning. New York: McGraw-Hill.

 

Pusat Penyelidikan dan Perkembangan Kanak-kanak Negara (NCDRC) (2016). Polisi dan peraturan Taska 

dan Tadika NCDRC. Tanjung Malim: NCDRC.

 

Quinn,  M.  (2011).  Introduction  of  Active  Video  Gaming  Into  the  Middle  School Curriculum  

as  a  School-Based  Childhood  Obesity  Intervention.  Journal  of Pediatric Health Care, 27(1), 

3-12.

 

Radon,  K., Fürbeck,  B., Thomas,  S., Siegfried,  W., Nowak,  D., &  von  Kries,  R. (2010).    

Feasibility    of    activity-promoting    video    games    among    obese adolescents  and  young 

 adults  in  a  clinical  setting.  Journal  of  Science  and Medicine in Sport, 14(1), 42-45. doi: 

10.1016/j.jsams.2010.07.009

 

Raj, M., Sundaram, K. R., Paul, M., Deepa, A. S., & Kumar, R. K. (2007). Obesity in Indian 

children: time trends and relationship with hypertension, The National Medical Journal of India, 

20(6), 288-293.

 

Rawana,  J.  S.,  Morgan,  A.  S.,  Nguyen,  H.,  &  Craig,  S.  G.  (2010).  The  relation between 

   eating-    and    weight-related    disturbances    and    depression    in adolescence: a review. Clinical Child and Family Psychology Review, 13(3),

213-230.

 

Reineher,   T.   (2013).   Lifestyle   intervention   in   childhood   obesity:   changes   and 

challenges. Nature Reviews. Endocrinology, 9(10), 607-614.

 

Robert, C. W., Jeffrey, A. W., Margaret S. P., Kristy D. S., & William H. D. (1997). Predicting  

obesity  in  young  adulthood  from  childhood  and  parental  obesity. The New England Journal of 

Medicine, 337(13), 869 –73.

 

Sahoo, K., Sahoo, B., Choudhury, A. K., Sofi, N. Y., Kumar, R. & Bhadoria, A. S. (2015).  Childhood 

 obesity:  causes  and  consequences,  Journal  of  Family Medicine and Primary Care, 4(2), 

187-192.

 

Sallis, J. F., McKenzie, T. L., & Conway, T. L. (2003). Environmental interventions for  eating  

and  physical  activity.  A  randomized  controlled  trial  in  middle schools, American Journal of 

Preventive Medicine, 24(3), 209–17.

 

Sawyer,  B.,  &  Smith,  P.  (2008).  Serious  Game  Taxonomy.  [Online]  Retrieved November   25,  

  2016    from:    www.seriousgames.org/presentations/serious- games-taxonomy-2008_web.pdf.

 

Sbruzzi, G., Eibel, B., Barbiero, S. M., Petkowicz, R. O., Ribeiro, R. A., Cesa, C. C., Martin, C. 

C., Marobin, R., Schaan, C. W., Souza, W. B., & Pellanda, L. C. (2013).  Educational  obesity  

preventions  in  childhood  obesity:  A  systematic review with meta-analysis of randomized 

clinical trials. Preventive Medicine, 56(5), 254-264.

 

Seburg, E. M., Olson-Bullis, B. A., Bredeson, D. M., Hayes, M. G., & Sherwood, N.

E. (2015). A review of primary care-based childhood obesity prevention and treatment interventions. 

Current Obesity Reports, 4(2), 157-173.

 

Seefeldt, C., & Castle, S. D. (2013). Social studies for the preschool / primary child

(9?? Ed.). Upper Saddle River: Pearson.

Seremban  Municipal  Council.  (2016).  Hospital.  [Online]  Retrieved  on  12  January 2017 from 

http://www.mpsns.gov.my/en/node/749

 

Shahrel Nizar, B., Tan, W. H., & Mohammad Zaffwan, I. (2014). Emotional design for  games:  a  

framework  for  player-centric  approach  in  the  game  design process.  International  Journal  

of  Multimedia  and  Ubiquitous  Engineering, 9(10), 387-398.

 

Shapiro,  S.  S.,  &  Wilk,  M.  B.  (1965).  An  analysis  of  variance  test  for  normality 

(complete samples). Biometrika, 52(3/4), 591-611.

 

Shell, J. (2015). The art of game design: a book of lenses (2?? ed.). Boca Ration: CRC ess, p.163.

 

Siegel,  S.,  &  Castellan,  N.  J.  (1988).  Nonparametric  statistics  for  the  behavioral

sciences. New York: McGraw-Hill.

 

Sifferlin, A. (2016, July 15). When to eat breakfast, lunch and dinner. Time. [Online] Retrieved   

November   26,   2016   from   http://time.com/4408772/best-times- breakfast-lunch-dinner/

 

Solveig,  A.  C.,  Michael  R.  K.,  &  Venkat  Narayan,  K.  M.  (2014).  Incidence  of childhood 

obesity in the United States. The New England Journal of Medicine, 370(5), 403-411.

 

Sun, M., Schutz, Y., & Maffeis, C. (2004). Substrate metabolism, nutrient balance and obesity  

development  in  children  and  adolescents:  A  target  for  intervention? Obesity Reviews, 5(4), 

183–8.

 

Sunders, B., Sim, J., Kinstone, T., Baker, S., Waterfield, J., Bartlam, B., Burroughs, H.,  &  

Jinks,  K.  (2017).  Saturation  in  qualitative  research:  exploring  its conceptualization     

and     operationalization.     Quality     &    Quantity,     doi 

https://doi.org/10.1007/s11135-017-0574-8

 

Sung-Chan,  P.,  Sung,  Y.  W.  &  Brown,  R.  C.  (2012).  Family-based  models  for childhood 

obesity intervention: a systematic review of randomized controlled trials, Obesity Reviews, 14, 

265-278.

 

Tan, W. H. (2010). Game-based learning in formal educational contexts: How subject matter  experts  

and  game  experts  could  collaborate  to  design  and  develop games. (Unpublished PhD thesis). 

Coventry: University of Warwick.

 

Tan,  W.  H.  (2013).  Teaching  creativity in  Design  Aesthetics:  an  introspection  of  a 

university  lecturer.  The  Proceedings  of  the  International  Conference  on Informatics and 

Creative Multimedia (ICICM), pp. 47-52.

 

Tan,   W.   H.   (2015).   Gamifikasi   dalam   Pendidikan:   Pembelajaran   berasaskan permainan. 

Tanjong Malim: Penerbit UPSI.

 

Tan,  W.  H.  (2016).  The  importance  of  serious  games  validation  and  evaluation. 

Presentation delivered in the Serious Games Association Gamification Day, 17 November 2016, 

Singapore.

 

Tan, W. H., Lin, C. Y., & Wang, Y. (2013). Mandarin Communication Learning app: A  proof-of-concept 

 prototype  of  contextual  learning.  Journal  of  Research, Policy & Practice of Teachers and 

Teacher Education, 3(2), 38-48

 

Tan,  W.  H.,  Nurul  Fazmidar  Mohd  Noor.,  &  Wang,  Y.  (2014).  Gamification  of inventive 

principles: A  case study of  TRIZ puzzle  game. Proceedings  of  the International  Symposium  on  

Simulation  and  Serious  Games,  23-24  May,

Seoul, Republic of Korea, pp. 159-164.

 

Tan,  W.  H.,  Nurul  Fazmidar  Mohd  Noor.,  &  Wang,  Y.  (2016).  Inventive  problem-

solving   puzzle   game   design   and   development.   International   Journal   of Computer 

Vision and Robotics, 6(3), 244-252.

 

Tan,  W.  H.,  Johnston-Wilder,  S.,  &  Neill,  S.  (2010).  Exploring  the  educational potential 

  of   game-based   learning   through   the   eyes   of   game   industry practitioners.  

International  Journal  of  Technology,  Knowledge  &  Society, 6(1), 41-54.

 

Tanofsky-Kraff, M., Yanovski, S. Z., Wilfley, D. E., Marmarosh, C., Morgan, C. M., &   Yanovski,   

J.A.   (2004).   Eating-disordered   behaviors,   body   fat,   and psychopathology   in   

overweight   and   normal-weight   children.   Journal   of Consulting and Clinical Psychology, 

72(1), 53-61.

 

Thompson, D. (2014). What serious video games can offer child obesity prevention.

JMIR Serious Games, 2(2), e8.

 

Trost, S. G., Sundal, D., Foster, G. D., Lent, M. R., & Vojta, D. (2014). Effects of a pediatric 

weight management program with and without active video games a randomized         trial.         

JAMA         Pediatrics,         168(5),         407-413.

doi:10.1001/jamapediatrics.2013.3436

 

Uli,  N.,  Sundararajan,  S.  &  Vuttler,  L.  (2008).  Treatment  of  childhood  obesity.

Current Opinion in Endocrinology, Diabetes and Obesity, 15(1), 37-47.

 

UPSI  Education  Research  Laboratory.  (2016).  Serious  game  validation  services. [Online]. 

Retrieved January 15, 2016 from http://www.uerl.upsi.edu.my/

 

U.S.  News  and  World  Report.  (2017).  Dietary  approaches  to  stop  hypertension. [Online]  

Retrieved  November  26,  2017  from  https://health.usnews.com/best- diet/dash-diet

 

USK.  (2016).  Unterhaltungssoftware  Selbstkontrolle.  [Online]  Retrieved  May  15, 2016 from 

http://www.usk.de/en/

 

Vandelanotte, C., De Bourdeaudhuij, I., Sallis, J. F., Spittaels, H., & Brug, J. (2005). Efficacy  

of  sequential  or  simultaneous  interactive  computer-tailored  obesity preventions for 

increasing physical activity and decreasing fat intake.  Annals Behavioral Medicine, 29(2), 

138–146.

 

Vandewater, E., Shim, M., & Caplovitz, A. (2004). Linking obesity and activity level with  

children‘s  television  and  video  game  use.  Journal  of  Adolescence,  27, 71–85.

 

Vasterling,  J.,  Jenkins,  R.  A.,  Tope,  D.  M.,  &  Burish,  T.  G.  (1993).  Cognitive 

distraction and relaxation training for the control of side effects due to cancer

chemotherapy. Journal of Behavioral Medicine. 16(1), 65-80.

 

Venkatesh,  V.,  &  Davis,  F.  D.  (2000).  A  Theoretical  Extension  of  the  Technology 

Acceptance  Model:  Four  Longitudinal  Field  Studies.  Management  Science, 46(2), 186-204.

 

Vilozni,  D.,  Barker,  M.,    Jellouschek,  H.,  Heimann,  G.  &  Blau,  H.  (2001).  An 

interactive  computer-animated  system  (SpiroGame)  facilitates  spirometry  in preschool   

children.   American   Journal   of   Respiratory   and   Critical   Care Medicine, 164(12), 

2200-2205.

 

Wang,  J.  (29  May,  2014).  62  million  people  in  China  obese,  sparking  fears  of

?alarming‘   financial   burden:   China   has   the   fourth   greatest   increase   in childhood  

obesity.  South  China  Morning  Post  (Hong  Kong  Ed.).  [Online] Retrieved                   

January                   15,                   2015                   from 

http://www.scmp.com/lifestyle/health/article/1521011/21-billion-people-are- 

obese-china-and-us-among-worlds-fattest-new

 

Wareham,  J.  N.,  Van,  S.  E.,  &  Ekeleund,  U.  (2005).  Physical  activity  and  obesity 

prevention: A review of the current evidence. The Proceedings of the Nutrition Society, 64(2), 

229–47.

 

Westera,  W.,  Nadolski,  R.  J.,  Hummel,  H.  G.  K.,  &  Wopereis,  I.  G.  J.  H.  (2008). 

Serious   games   for   higher   education:   A   framework   for   reducing   design complexity. 

Journal of Computer Assisted Learning, 24(5), 420-432.

 

Widman,  L.,  McDonald,  C.,  &  Abresch,  T.  (2006).  Effectiveness  of  an  upper extremity   

exercise   device   integrated   with   computer   gaming   for   aerobic training in adolescents  

with spinal cord dysfunction.  Journal of Spinal Cord Medicine, 29(4), 363–370.

 

Wille, N., Bullinger, M., Holl, R., Hoffmeister, U., Mann, R., Goldapp, C., Reinehr, T.,  

Westenhöfer,  J.,   Egmond-Froehlich,  A.,  &  Ravens-Sieberer,  U.  (2010). Health-related  

quality  of  life  in  overweight  and  obese  youths:  Results  of  a multicenter study.  Health 

and Quality of Life Outcomes, 8, 36. http://doi.org/ 10.1186/1477-7525-8-36

 

World   Health   Organization.   (WHO,   2015).   Obesity   and   overweight.   [Online] Retrieved  

              on                April                8,                2015                from 

http://www.who.int/mediacentre/factsheets/fs311/en/

 

York, T. (2012). Making lean startup tactics work for games. [Online] Retrieved on May 1, 2013 from 

https://www.gamasutra.com/view/feature/168647

 

Yong, M. W. (2014). Nutrition Your Life. [Personal computer game]. Tanjong Malim: Universiti 

Pendidikan Sultan Idris.

 

Zametkin, A. Z., Zoon, C. K., Klein, H. W., Munson, S. (2004). Psychiatric aspects of child  and  

adolescent  obesity:  a  review  of  the  past  10  years.  Journal  of  the

demy of Child and Adolescent Psychiatry, 43(2), 134-150.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials.
You may use the digitized material for private study, scholarship, or research.

Back to previous page

Installed and configured by Bahagian Automasi, Perpustakaan Tuanku Bainun, Universiti Pendidikan Sultan Idris
If you have enquiries, kindly contact us at pustakasys@upsi.edu.my or 016-3630263. Office hours only.