Creature101 offers a magical world called "Tween," where the previously healthy creatures have suffered due to the introduction of unhealthy habits to their culture. Each player learns about the benefits of exercise and healthy eating through a set of activities and lessons, which he or she then applies by nurturing an adopted creature back to health.
Creature101 has a unique impact on children ages 9-12 because it presents health information through a structured narrative that allows the player the freedom to make important choices about eating and exercise.
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Creature101 Games for Health 2011
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Creature 101
Dan Fu, Stottler Henke
Pamela Koch, Teachers College Columbia University
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“That
candy
will
rot
your
teeth”
• Our
approach
Starbucks white
– Why
things
are
the
way
they
are chocolate mocha,
– Change
percep4on 95g sugars
=
– Exercise
cri4cal
thinking 8½ scoops Edy’s
– Prac4ce
decision-‐making Slow churned rich
and creamy coffee
– Set
goals ice cream
– Track
behavior
change
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Games we play now
Pam?
Dan?
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Question that frames all the C3 lessons:
How can we use scientific evidence
to help us maintain energy balance?
Units Unit Questions
Investigating What influences our food and
activity choices?
Our Choices
Dynamic How can we make sure that we get
the right amount of energy to help our
Equilibrium
bodies do what we want them to do?
From Data to How can we use personal data to
Health Goals help us make healthy food and activity
choices?
Effects of Why are healthy food and activity
choices important for our body?
Our Choices
Maintaining How can I maintain my skills as a
competent eater and mover?
Competence
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Creature 101 Theoretical Framework
Based on Social Cognitive Theory and Self-Determination Theory
Why-to How-to
Make Change Make Change Obesity Risk
Reduction
Forethought: Behaviors
Knowledge and skills Long-term
Outcome expectations - Food:
related to behaviors goals
personal consequences
+
↑ Fruits and
vegetables Becoming
+
Forethought: competent
Outcome expectations Self regulation ↓ Processed eater and
processes: Packaged snacks movers
- scientific rationale
+ Self-assessment & ↑ Water
goal setting ↓ Sweetened Healthy
Self-efficacy/ lifestyle
perceived barriers beverages
+ Physical activity Obesity
↑Walking prevention
Social norms
↓ Leisure screen
+ Personal agency/ time
Intentionality/ Autonomous
goal intentions motivation
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More fruits and vegetables
less processed packaged snacks
More water
less sweetened beverages
More physical activity
less recreational screentime
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The Plot
Boy genius Murphy discovers a world “Tween”
He brings in favorite foods and activities
Junk food and sedentary activities become pervasive
Creatures become unhealthy
Murphy enlists the student to help him:
1. Adopt a creature
2. Bring it back to health
3. Learn why the food and activities make it unhealthy
4. Learn how to keep the creature healthy
Set own (student) goals for the real world
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But, the creature begs for
unhealthful earthly items
I want Let me play
soda now video games
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Tabs showing next
activity, creature
status, resources, &
notebook
Completed activity
list
Relevant resources
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Place NPCs
Murphy’s House Murphy the boy genius
Dr. Angela the food scientist,
Science Center
Dr. Rodrigo the nutritionist
Organic Farm Claire the organic farmer
Town Businesses Susan the unhealthy parent
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Organic Farm
Murphy’s House
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Phase 1:
Why-to make healthful choices
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