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May 16, 2026Sustainability0 citationsOpen Access

A Data-Driven Framework for Game-Based Nutrition Education: Supporting Sustainable Learning and Healthy Behaviors

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QWQian WangKLKhachakrit LiamthaisongJPJantima Polpinij

Key Points

  • This study aims to develop a design framework for computer-assisted nutrition education that improves engagement and learning outcomes for children.
  • Utilized clustering of educational game reviews and sentiment analysis to inform design.
  • Implemented a dual-format learning environment with board and computer-based games for 120 second-grade students.
  • Conducted analysis using multiple data sources, including 1500 game reviews and the China Nutrition and Health Survey.
  • Participants showed improvements in knowledge-related outcomes across both game formats.
  • Identified themes of content engagement, visual appeal, and motivational mechanisms that guided framework development.
  • Engagement patterns included socially mediated interaction and individual participation with the dual-format design.

Abstract

Creating effective computer-assisted learning (CAL) environments for children remains challenging, particularly in sustaining motivation, engagement, and meaningful learning outcomes. While educational games are widely used to address these challenges, many studies rely on post hoc evaluation rather than incorporating data-driven insights into the design process. This study presents an exploratory design framework that uses clustering of educational game reviews and sentiment-informed stakeholder insights as design drivers to guide the development of a dual-format nutrition-focused learning environment. The framework integrates established learning analytics techniques, including clustering, behavioral analysis, and sentiment analysis, with pedagogical approaches such as user-centered design, gamification, and interactive learning. An illustrative evaluation was conducted using multiple data sources, including the China Nutrition and Health Survey (CHNS), 1500 educational game reviews, and a classroom-based implementation involving 120 s-grade students. All participants engaged with both board-based and computer-based formats. The analysis identified three design-relevant themes—content engagement, visual appeal, and motivational mechanisms—which were used to inform the development of the learning environments. The results suggest improvements in knowledge-related outcomes, along with observable patterns of learner engagement across interaction formats. The dual-format design was associated with specific engagement patterns, including socially mediated interaction and individual participation. These findings are interpreted as indicative rather than causal. From an educational sustainability perspective, the findings are considered in terms of engagement continuity, outcome consistency, and design adaptability.

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Cite This Study

Wang et al. (2026) studied this question.

synapsesocial.com/papers/6a080b38a487c87a6a40d724https://doi.org/10.3390/su18104797
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