NutriQuest game: User experience of Grades 2 and 3 children in two Philippine private schools

Introduction: This study presents the user experience (UX) of Grades 2 and 3 schoolchildren with a nutrition mobile game, NutriQuest, developed by DOST-Food and Nutrition Research Institute. Methods: The evaluation of user experience was based on the UX Honeycomb framework developed by Morville (2004). For this study, four aspects of the UX Honeycomb, namely usefulness, usability, findability, and desirability, were determined among study participants through a guided, selfadministered questionnaire. Results: Study results revealed that approximately two-thirds (33 out of 49) of children were unable to correctly identify the food groups due to unfamiliarity with food items. For usability, children found that the words used and instructions of the game were just right. For findability, the majority of students (76% or 37 out of 49) answered that the buttons were easy to find and the game was easy to use (78% or 38 out of 49). For desirability, the sound effects used were just right (86%), pictures were good (84%), and 88% liked the light colours used. Children cited the lesson or information (57%) learnt through experience or by playing the game. Conclusion: The NutriQuest game was acceptable to children; it can create awareness and knowledge on healthy eating. The findings provide vital inputs to game design, taking into account user interaction and experience when designing game interfaces. The impact of game-based learning on children’s knowledge of healthy eating can be considered for future research. Additionally, studies can also examine the interplay between conventional teaching modes and game-based strategies.

Authors

Publication Details

Journal
Malaysian Journal of Nutrition
Published
2025-08-30
DOI
https://doi.org/10.31246/mjn-2024-0115
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

NutriQuest game: User experience of Grades 2 and 3 children in two Philippine private schools

Milflor S. Gonzales, Idelia G. Glorioso, Shannen Faye Q. Arevalo, Christelle Lois T. Bayalas
Malaysian Journal of Nutrition
Educational Games and Gamification
article

NutriQuest game: User experience of Grades 2 and 3 children in two Philippine private schools

Milflor S. Gonzales, Idelia G. Glorioso, Shannen Faye Q. Arevalo, Christelle Lois T. Bayalas
article en

Abstract

Introduction: This study presents the user experience (UX) of Grades 2 and 3 schoolchildren with a nutrition mobile game, NutriQuest, developed by DOST-Food and Nutrition Research Institute. Methods: The evaluation of user experience was based on the UX Honeycomb framework developed by Morville (2004). For this study, four aspects of the UX Honeycomb, namely usefulness, usability, findability, and desirability, were determined among study participants through a guided, selfadministered questionnaire. Results: Study results revealed that approximately two-thirds (33 out of 49) of children were unable to correctly identify the food groups due to unfamiliarity with food items. For usability, children found that the words used and instructions of the game were just right. For findability, the majority of students (76% or 37 out of 49) answered that the buttons were easy to find and the game was easy to use (78% or 38 out of 49). For desirability, the sound effects used were just right (86%), pictures were good (84%), and 88% liked the light colours used. Children cited the lesson or information (57%) learnt through experience or by playing the game. Conclusion: The NutriQuest game was acceptable to children; it can create awareness and knowledge on healthy eating. The findings provide vital inputs to game design, taking into account user interaction and experience when designing game interfaces. The impact of game-based learning on children’s knowledge of healthy eating can be considered for future research. Additionally, studies can also examine the interplay between conventional teaching modes and game-based strategies.

Malaysian Journal of NutritionVol. 31(2)
Food and Nutrition Research Institute
Openalex Percentile: Top 75%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.