Promoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus

Emerging empirical evidence indicates a limited health literacy for a substantial proportion of children and adolescents. Although it is generally agreed upon promoting health literacy as early as possible in the lifespan, there is a lack of interventions addressing children and adolescents and thei...

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Autores principales: Kevin Dadaczynski, Verena Krah, Demian Frank, Elisabeth Zügel-Hintz, Fabrice Pöhlmann
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Lenguaje:EN
Publicado: Frontiers Media S.A. 2021
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Acceso en línea:https://doaj.org/article/f6761092a8584592ac2b5eb0ab4992ce
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spelling oai:doaj.org-article:f6761092a8584592ac2b5eb0ab4992ce2021-11-17T05:15:52ZPromoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus2296-256510.3389/fpubh.2021.752183https://doaj.org/article/f6761092a8584592ac2b5eb0ab4992ce2021-11-01T00:00:00Zhttps://www.frontiersin.org/articles/10.3389/fpubh.2021.752183/fullhttps://doaj.org/toc/2296-2565Emerging empirical evidence indicates a limited health literacy for a substantial proportion of children and adolescents. Although it is generally agreed upon promoting health literacy as early as possible in the lifespan, there is a lack of interventions addressing children and adolescents and their primary living environments. This article describes the development of Nebolus, a game-based intervention aiming to promote navigation health literacy at the intersection of schools and communities. Its intervention foundation lies in a socio-ecological understanding of health as well as in the Entertainment Education approach. Following an extensive literature search on health-related location-based games, a co-creation process was initiated that involved adolescents, community stakeholders, and design/IT professionals in all phases of the intervention development. The final Nebolus intervention includes three core activities: (1) a Nebolus rally app for adolescents aged 12 to 16 years, (2) an online planning tool allowing local health service providers/professionals to set up own Nebolus rallies, and (3) accompanying teaching material on health literacy in the school setting to be used before and after the Nebolus rallies. This article provides an overview of the intervention layout and discusses strengths and challenges of its development and implementation.Kevin DadaczynskiKevin DadaczynskiVerena KrahDemian FrankElisabeth Zügel-HintzFabrice PöhlmannFrontiers Media S.A.articlenavigational health literacylocation-based games (LBGs)adolescentsschoolscommunitiesPublic aspects of medicineRA1-1270ENFrontiers in Public Health, Vol 9 (2021)
institution DOAJ
collection DOAJ
language EN
topic navigational health literacy
location-based games (LBGs)
adolescents
schools
communities
Public aspects of medicine
RA1-1270
spellingShingle navigational health literacy
location-based games (LBGs)
adolescents
schools
communities
Public aspects of medicine
RA1-1270
Kevin Dadaczynski
Kevin Dadaczynski
Verena Krah
Demian Frank
Elisabeth Zügel-Hintz
Fabrice Pöhlmann
Promoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus
description Emerging empirical evidence indicates a limited health literacy for a substantial proportion of children and adolescents. Although it is generally agreed upon promoting health literacy as early as possible in the lifespan, there is a lack of interventions addressing children and adolescents and their primary living environments. This article describes the development of Nebolus, a game-based intervention aiming to promote navigation health literacy at the intersection of schools and communities. Its intervention foundation lies in a socio-ecological understanding of health as well as in the Entertainment Education approach. Following an extensive literature search on health-related location-based games, a co-creation process was initiated that involved adolescents, community stakeholders, and design/IT professionals in all phases of the intervention development. The final Nebolus intervention includes three core activities: (1) a Nebolus rally app for adolescents aged 12 to 16 years, (2) an online planning tool allowing local health service providers/professionals to set up own Nebolus rallies, and (3) accompanying teaching material on health literacy in the school setting to be used before and after the Nebolus rallies. This article provides an overview of the intervention layout and discusses strengths and challenges of its development and implementation.
format article
author Kevin Dadaczynski
Kevin Dadaczynski
Verena Krah
Demian Frank
Elisabeth Zügel-Hintz
Fabrice Pöhlmann
author_facet Kevin Dadaczynski
Kevin Dadaczynski
Verena Krah
Demian Frank
Elisabeth Zügel-Hintz
Fabrice Pöhlmann
author_sort Kevin Dadaczynski
title Promoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus
title_short Promoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus
title_full Promoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus
title_fullStr Promoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus
title_full_unstemmed Promoting Navigation Health Literacy at the Intersection of Schools and Communities. Development of the Game-Based Intervention Nebolus
title_sort promoting navigation health literacy at the intersection of schools and communities. development of the game-based intervention nebolus
publisher Frontiers Media S.A.
publishDate 2021
url https://doaj.org/article/f6761092a8584592ac2b5eb0ab4992ce
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