Gamification of health classes: A quasi-experimental study of the diabetes monopoly game to enhance children’s fruit and vegetable interest 10.55131/jphd/2026/240313
Main Article Content
Abstract
Low fruit and vegetable intake among school-aged children poses risks to health and development, often influenced by family habits and limited nutrition education. The Diabetes Monopoly (DIABETAMON) card game was developed as an engaging educational tool to promote balanced nutrition, emphasize the benefits of fruits and vegetables, and raise awareness of the consequences of unhealthy eating in a fun, child-friendly format. The objective of this study was to determine the effect of the DIABETAMON game on the interest in fruit and vegetable consumption among school-age children. A quasi-experimental design was employed, with school-aged children selected through purposive sampling and assigned to an intervention group (n = 47) and a control group (n = 52). Data were collected using a questionnaire, and statistical analysis was performed with a paired-sample t-test (α < 0.05). The results indicated that the intervention group showed a significant increase in interest in consuming fruits and vegetables (p = 0.001), whereas the control group showed no significant change (p = 0.085). The education provided incorporates elements of learning and play, which enhance interest among school-aged children and facilitate faster absorption of information emphasizing the importance of fruit and vegetable consumption. Promotive and preventive initiatives can be implemented within health services, particularly through the School Health Services (SHS). For example, increasing the provision of interactive and engaging health education games can help promote fruit and vegetable consumption among school-aged children.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
References
Sartika Z, Purnomo E, Hamid AYS. The Readiness For Enhancement Of School-Age Children Development With Therapeutic Group Therapy: A Systematic Review. J Kesehat Manarang. 2023;9:81.
Kekalih A, Chandra DN, Mirtha LT, Khouw I, Wong G, Sekartini R. Dietary intakes, nutritional and biochemical status of 6 months to 12-year-old children before the COVID-19 pandemic era: The South East Asian Nutrition Survey II Indonesia (SEANUTS II) study in Java and Sumatera Islands, Indonesia. Public Health Nutr. 2025;28:1–14.
Diana R, Setyaningtyas SW, Arimbi AN. Food Preferences, Eating Habits, and Nutritional Status of Full-Day School Students in Urban Areas. Amerta Nutr. 2025;9:169–75.
Ismail MR, Seabrook JA, Gilliland JA. Process evaluation of fruit and vegetables distribution interventions in school-based settings: A systematic review. Prev Med Reports [Internet]. 2021;21:101281. Available from: https://doi.org/10.1016/j.pmedr.2020.101281
Diana R, Rachmayanti RD, Khomsan A, Riyadi H. Children’s Eating Habits in Agricultural and Coastal Areas of Sampang District, Indonesia. Malaysian J Med Heal Sci. 2023; 19:75–6.
Islam MSAD, Mulyono S, Sukihananto. Improving Food Safety Behavior through Mind Map Methods in School-Age Children. Compr Child Adolesc Nurs [Internet]. 2019;42:97–107. Available from: https://doi.org/ 10.1080/24694193.2019.1578301
Blanchette L, Brug J. Determinants of fruit and vegetable consumption among 6-12-year-old children and effective interventions to increase consumption. J Hum Nutr Diet. 2022;18:431–43.
Endawkie A, Gedefie A, Muche A, Mohammed A, Ayres A, Melak D, et al. Household- and community-level factors of zero vegetable or fruit consumption among children aged 6–23 months in East Africa. Front Nutr. 2024;11.
Pem D, Jeewon R. Fruit and vegetable intake: Benefits and progress of nutrition education interventions-narrative review article. Iran J Public Health. 2017;44:1309–21.
Halim MR, Budiardjo H, Y SP. Perancangan Papan Permainan Tentang Pentingnya Sayuran Berbasis Family Games Sebagai Sarana Pendidikan Anak-anak Usia 6-12 Tahun [Design of a Board Game About the Importance of Vegetables Based on Family Games as a Means of Education for Children Aged 6-1. J Art Nouv. 2016;5.
Salisa W, Pratiwi R, Febrianti KD, Adi AC, Nadhiroh SR. Nutritional Status, Dietary Intake, and Sleep Duration Among School Children: A Comparative Study. Amerta Nutr. 2023;7:1–7.
Amaliyah E, Mulyati M. Effectiveness of Health Education and Nutrition Rehabilitation Toward Community Empowerment for Children Aged Less Than 5 Years with Stunting: A Quasi-Experimental Design. J Ners. 2020; 15:173–7.
Hodder RK, O’Brien KM, Tzelepis F, Wyse RJ, Wolfenden L. Interventions for increasing fruit and vegetable consumption in children aged five years and under. Cochrane Database Syst Rev. 2020;2020.
Segalita C, Nindya TS, Rachmah Q, Mahmudiono T. Nutrition education using my plate media to improve self-efficacy and parental support towards children in full-day primary school and non-full-day primary school. Indian J Public Heal Res Dev. 2019;10:2296–301.
Zhou WJ, Xu XL, Li G, Sharma M, Qie YL, Zhao Y. Effectiveness of a school-based nutrition and food safety education program among primary and junior high school students in Chongqing, China. Glob Health Promot. 2016;23:37–49.
Shree A, Shukla PC. Play: World of Children. Educ Quest- An Int J Educ Appl Soc Sci. 2016;7:71.
Lucas FMM. The Game as an Early Childhood Learning Resource for Intercultural Education. Procedia - Soc Behav Sci [Internet]. 2017;237:908–13. Available from: http://dx.doi.org/ 10.1016/j.sbspro.2017.02.127
Kim J, Hur MH. The effects of dietary education interventions on individuals with type 2 diabetes: A systematic review and meta-analysis. Int J Environ Res Public Health. 2021;18.
Coelho F, Rando B, Aparício D, Pontífice-Sousa P, Gonçalves D, Abreu AM. The impact of educational gamification on cognition, emotions, and motivation: a randomized controlled trial [Internet]. Journal of Computers in Education. Springer Berlin Heidelberg; 2025. Available from: https://doi.org/10.1007/s40692-025-00366-x
Alsaidan AA, Alanazi MI, Thirunavukkarasu A. Assessment of Diabetes-Related Knowledge and Dietary Patterns Among Type 2 Diabetes Mellitus Patients in Central Saudi Arabia: Insights for Tailored Health Education Strategies. Healthc. 2025;13.
Gal AM, Iatcu CO, Popa AD, Arhire LI, Mihalache L, Gherasim A, et al. Understanding the Interplay of Dietary Intake and Eating Behavior in Type 2 Diabetes. Nutrients. 2024;16:1–15.
Li M, Fan Y, Zhang X, Hou W, Tang Z. Fruit and vegetable intake and risk of type 2 diabetes mellitus: meta-analysis of prospective cohort studies. BMJ Open. 2019;4:e005497.
Popil I, Dillard-Thompson D. A game-based strategy for the staff development of home health care nurses. J Contin Educ Nurs. 2017;46: 205–7.
Jones BA, Madden GJ, Wengreen HJ. The FIT Game: Preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. Preventive Medicine. 2019;68:76–9. Available from: http://dx.doi.org/10.1016/ j.ypmed.2014.04.015
Thaha RM, Farid JA, Rachmat M, Manyullei S, Nasir S. The Effect of Education Using Snakes and Ladders Board Game on Healthy Snacks Selection of Elementary School Students. Open Access Maced J Med Sci. 2022;10:465–70.
Chan MJ, Tay GWN, Kembhavi G, Lim J, Rebello SA, Ng H, et al. Understanding children’s perspectives of the influences on their dietary behaviours. Public Health Nutr. 2022;25:2156–66.
Nørlev J, Sondrup K, Derosche C, Hejlesen O, Hangaard S. Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review. J Diabetes Sci Technol. 2022;16:1253–69.
Martos-Cabrera MB, Membrive-Jiménez MJ, Suleiman-Martos N, Mota-Romero E, Cañadas-De la Fuente GA, Gómez-Urquiza JL, et al. Games and health education for diabetes control: A systematic review with meta-analysis. Healthc. 2020;8:1–12.
Fradianto I, Andriyanto A, Yuniarti EV, Prameswari VE. Differences in Glucose Control of Diabetic Patients with Family Care Support Interventions. Malaysian J Nurs. 2023; 14:110–5.
Andriyanto A, Rofi’ah I, Bahtiar B, Wicaksono A, Zakiyah A, Yulianti I, et al. The Effectiveness of Social Support Management of Diabetes on Glucose Control of Type 2 Diabetes Mellitus Patients: Quasi-Experiments. Open Access Maced J Med Sci. 2022; 10:223–7.
Le Turc N, Silva AJ, Florença SG, Raposo A, Gonçalves JC, Lima MJ, et al. Consumer Knowledge about Dietary Relevance of Fruits and Vegetables: A Study Involving Participants from Portugal and France. Nutrients. 2024;16.
Hsu YJ, Shih JL. Developing computer adventure education games on mobile devices for conducting cooperative problem-solving activities. Int J Mob Learn Organ. 2018;7:81–98.
Viwanti W, Rafiony A, Gambir J. Peningkatan Pengetahuan dan Konsumsi Buah dan Sayur pada Anak Usia Sekolah melalui Media Game Edukasi (Kajian Literatur). Media Gizi Khatulistiwa. 2025;2:69–75.
Goodman W, McFerran E, Purves R, Redpath I, Beeken RJ. The untapped potential of the gaming community: Narrative review. JMIR Serious Games. 2018;20:1–10.
Blumberg FC, Pagnotta JN. Gameplay and Educational Outcomes: Reminders for Educational Game Development. Games Health J. 2019;3:115–6.
Cheng Y, Milikich N. An Analysis of How COVID-19 Shaped the Realm of Online Gaming and Lesson Delivery. Cornell Univ [Internet]. 2023;1–10. Available from: http://arxiv.org/abs/ 2304.06102
Nakao M. Special series on “effects of board games on health education and promotion” board games as a promising tool for health promotion: A review of recent literature. Biopsychosoc Med. 2019;13:3–9.
Suleiman-Martos N, García-Lara RA, Martos-Cabrera MB, Albendín-García L, Romero-Béjar JL, Cañadas-De la Fuente GA, et al. Gamification for the improvement of diet, nutritional habits, and body composition in children and adolescents: A systematic review and meta-analysis. Nutrients. 2021;13.
Srinivasan K. Snake and Ladder Games in Cognition Development on Students with Learning Difficulties. Indian J Dent Adv. 2019;10:160–70.
Fitrizah MK, Raksanagara AS, Agoes R. the Effect of Snakes and Ladders Game To Improve Knowledge and Attitudes of Elementary School Students To Stop Open Defication in Bandung City. Indones J Public Heal. 2020;15:173–80.
Vargianniti I, Karpouzis K. Effects of game-based learning on academic performance and student interest. Lect Notes Comput Sci (including Subser Lect Notes Artif Intell Lect Notes Bioinformatics). 2019;11899 LNCS: 332–41.
Zahed BT, White G, Quarles J. Play it safe: An educational cyber safety game for children in elementary school. 11th Int Conf Virtual Worlds Games Serious Appl VS-Games 2019 - Proc. 2019; 1DUUMY.
Santoso B, Anwar MC, Muliadi M. Monopoly Game As Android-Based Dental Health Education Media. J Appl Heal Manag Technol. 2019;1:7–15.
Aboul-Enein FH. Game-Based Teaching and Simulation in Nursing and Healthcare by Eric Bauman PhD, RN. Clin Simul Nurs [Internet]. 2017;8:e483. Available from: http:// dx.doi.org/10.1016/j.ecns.2012.09.002