Strategies to Design a Mixed-Reality Immersive Environment and Influence Teen Health Behaviors
DOI:
https://doi.org/10.56198/hemkne63Abstract
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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