When to Wonder: Picky Eating Helps Parents with Childhood Challenges
References: apps.apple & healthline
One of the most common early childhood challenges is the picky eater. As a lot of parents struggle to find a compromise, researchers from NYU Langone Health and the Department of Child and Adolescent Psychology develop a mobile application that is designed to help.
Dubbed 'When to Wonder: Picky Eating,' the application provides resources and education to tackle childhood challenges in sustainable ways. The app is used both by parents and children, opening up the conversation through gamified experiences that bring the two sides closer together. In addition to games that test parental knowledge about a child's eating habits, the application also offers advice and expert feedback on the topic of eating, nourishing, and what to do when children become difficult to feed.
Dubbed 'When to Wonder: Picky Eating,' the application provides resources and education to tackle childhood challenges in sustainable ways. The app is used both by parents and children, opening up the conversation through gamified experiences that bring the two sides closer together. In addition to games that test parental knowledge about a child's eating habits, the application also offers advice and expert feedback on the topic of eating, nourishing, and what to do when children become difficult to feed.
Trend Themes
1. Gamified Learning - Providing education through gamified experiences can enhance engagement and learning outcomes for children and parents.
2. Mobile Health Apps - Developing mobile applications for specific health challenges can provide accessible and personalized support for individuals and families.
3. Parent-child Collaboration - Encouraging parent-child collaboration through technology can help bridge communication gaps and foster a deeper understanding of challenges.
Industry Implications
1. Healthcare - Healthcare providers can embrace gamified applications as a way to promote healthier behaviors and improve patient outcomes.
2. Education - Educational institutions can explore the integration of gamified learning experiences to engage students and enhance learning outcomes.
3. Tech and Media - Tech and media companies can develop mobile applications that combine entertainment and education to address specific challenges faced by individuals and families.
6.3
Score
Popularity
Activity
Freshness