Wednesday, May 13, 2020

Online Healthy Living Game For Children - 771 Words

Online Healthy Living Game for Children Course-Specific Learning Outcomes Computing (CO) Students successfully completing the route will: C.1 become skilled in techniques of analysis and design appropriate for the development of Information systems; C.2 have a range of programming skills and demonstrate those skills through implementation of Systems; C.3 understand theoretical concepts associated with database management systems and Become proficient in the design, construction and exploitation of databases; C.4 understand the characteristics and operation of various operating systems; C.5 understand a range of management and applications issues in the deployment of Information technology; Project Background The Project is to conduct†¦show more content†¦High blood pressure, type 2 diabetes, asthma, liver disease and even some cancers, including breast and bowel cancer. (Bupa, 2014) Health issues can also affect emotional and mental health. For example a child may have low confidence or self-esteem and could lead to depression. (Bupa, 2014) Research has found children between ages 7 to 10 need a lot of nutrients and energy due to the fact they are still growing. On average boys need 1816.5kcal (calories) and girls need 1703kcal (calories). This is worked out by using the guide line averages from NHS calories for children age 7-10. Please see table 1. Table 1: How many calories does a child of 7-10 need? (NHS, 2014) Age (years) Boys Girls 7 6900kJ/1649kcal 6400kJ/1530kcal 8 7300kJ/1745kcal 6800kJ/1625kcal 9 7700kJ/1840kcal 7200kJ/1721kcal 10 8500kJ/2032kcal 8100kJ/1936kcal An article in the guardian referenced to a study by the government called â€Å"How Healthy Behaviour Supports Children’s Wellbeing† and it states that â€Å"in England, videos games were played for two hours or more a day by 55% of boys and 20% of girls in 2010† (The Guardian, 2014) Figure 1: Graph showing screen time (excluding TV) per day Figure 1 shows as children get older they become more interactive with electrical products. So this means technology could be used to encourage healthy living to children. Aim The aim of this project is to design and produce an online game to encourage healthy living in children between

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