DIGITAL LIBRARY
HEALTHY DIGITAL NUTRITION
1 Universidad Miguel Hernandez de Elche, Instituto de Bioingenieria (SPAIN)
2 Instituto de Educación Secundaria Severo Ochoa (SPAIN)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 9298-9302
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.2249
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
The aim of this project was to improve the knowledge of high school students in terms of health diet. The project was designed for 15 students (15-18 years old). The project combined knowledge from food quality, nutrition, technology, biology, mathematics and language. A collaboration between High School and University (Osmosis program), involved Computing students of the High School (IES Severo Ochoa, Elche, Alicante, Spain) and Food Quality and Safety Research Group of Universidad Miguel Hernández (UMH). The project was developed in the Institute of Bioengineering (UMH).

The activity was organized in two steps:
i) the project was explained to motivate the students: introduction of food composition tables, applications and importance for the industry and for the consumer, focusing on explaining the pathologies and concepts of glycemic index and glycemic load;
ii) working with real foods and different recipes were prepared for breakfast with low glycemic load.

One of the most important innovations was the evaluation of students’ awareness before, during and after training using gamification tools. The evaluation was done by KAHOOT APP with various questions and played by teams receiving a prize the winning team. Finally, a satisfaction test was also required. Therefore, this project is presented as an interdisciplinary collaborative health promotion intervention among University and High School.

The most important challenges facing this project are:
• The adaptation of the contents worked on in the project to the contents established by the curriculum for the students of 4th Secondary in the subject of Information and Communication Technology.
• The methodology around workshops that will be held jointly in the classroom and at the University.
• The scientific update of the Severo Ochoa IES faculty regarding the contents of the projects.
• The design of a program of activities with the contents of the project.
• Dissemination of learning to the rest of the students of the same level.
• Critical contrast between first-level accessible information (Internet search engines) versus technical information.
Keywords:
Health, high school, university, glycemic index, gamification.