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Brown JM, Rita N, Franco-Arellano B, LeSage A, Arcand J. Evaluation of a Curriculum-Based Nutrition Education Intervention Protocol in Elementary Schools: Nonrandomized Feasibility Study. JMIR Form Res 2025; 9:e69242. [PMID: 40237654 PMCID: PMC12016673 DOI: 10.2196/69242] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2024] [Revised: 03/05/2025] [Accepted: 03/18/2025] [Indexed: 04/18/2025] Open
Abstract
Background Improving children's food literacy through school-based interventions can support developing healthy eating habits. However, teachers lack appropriate resources, time, and training to provide nutrition education in schools. Serious games, which are games designed for a purpose other than entertainment, have been demonstrated to improve children's food literacy and dietary intake and can address the barriers teachers face in providing nutrition education. Foodbot Factory (Arcand Lab) is a nutrition education intervention that is aligned with curricula and uses a serious game to provide nutrition education to students. Further evidence is needed to understand how serious games, including Foodbot Factory, can be researched in schools to support nutrition education. Objective The objective of this study was to evaluate the feasibility of a research study protocol that implements the curriculum-based nutrition education intervention Foodbot Factory into a real-world classroom setting. The evaluation of the protocol included study processes, resources, and management feasibility outcomes, as well as a preliminary assessment of scientific outcomes relevant to the intervention. Methods A nonrandomized study determined the feasibility of intervention implementation. Grade 4 and 4/5 classrooms were assigned to have nutrition education lessons for 5 days with either the Foodbot Factory or a control intervention. Outcomes were assessed in 4 feasibility domains of study processes (eg, recruitment and attrition rates), resources (eg, time taken to deliver the intervention), and management (eg, challenges with intervention delivery), and a preliminary assessment of scientific outcomes pertaining to the acceptability and impacts of the interventions. These outcomes were captured in semistructured field notes completed by study staff and a Nutrition Attitudes and Knowledge questionnaire and acceptability questionnaire completed by participants. Data were analyzed descriptively and using a paired t test to assess within-group changes in nutrition knowledge. Results In total, 4 classrooms participated in the feasibility study, with varying recruitment rates for schools (3/20, 15%), classrooms (4/4, 100%), parents (54/102, 53%), and children (49/54, 91%). The time required to implement the research protocol, including data collection and lesson plans, was sufficient and management of the intervention implementation was overall successful. Some challenges were experienced with classroom management during data collection, specifically with electronic data collection. After the intervention, participants reported a positive affective experience (26/41, 63%) and learning something new about healthy eating (31/41, 76%). Participants in both study groups improved their nutrition knowledge, but the changes were not statistically significant. The Foodbot Factory group had a statistically significant improvement in their knowledge of vegetables and fruit (P=.04) and protein foods (P=.03). Conclusions These findings indicate that the study protocol is feasible to implement and evaluate Foodbot Factory in a representative sample with select modifications to improve recruitment and data collection procedures.
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Affiliation(s)
- Jacqueline Marie Brown
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON, L1G 0C5, Canada, 1 9057218668
| | - Nicholas Rita
- Mitch and Leslie Frazer Faculty of Education, Ontario Tech University, Oshawa, ON, Canada
| | - Beatriz Franco-Arellano
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON, L1G 0C5, Canada, 1 9057218668
| | - Ann LeSage
- Mitch and Leslie Frazer Faculty of Education, Ontario Tech University, Oshawa, ON, Canada
| | - Joanne Arcand
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON, L1G 0C5, Canada, 1 9057218668
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Wang R, Yao J, Leong C, Moltchanova E, Hoermann S. Promoting Learning About Nutrition and Healthy Eating Behaviors in Chinese Children Through an Alternate Reality Game: A Pilot Study. Nutrients 2025; 17:1219. [PMID: 40218977 PMCID: PMC11990427 DOI: 10.3390/nu17071219] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/25/2025] [Revised: 03/24/2025] [Accepted: 03/26/2025] [Indexed: 04/14/2025] Open
Abstract
Background: Childhood obesity is a growing public-health concern in China and globally, a trend influenced by multiple factors, including poor eating behaviors and insufficient physical activity. While interactive health games have shown promise in improving children's nutrition education and healthy eating behaviors, few have been tailored for the Chinese context. This study aimed to develop and evaluate Happy Farm, Happy Meal (HFHM), an alternate reality game (ARG) integrated into Chinese elementary students' daily routines to enhance their nutrition knowledge and improve their eating behaviors. Methods: This pilot study employed a quasi-experimental design with two third-grade classes, which were randomly assigned to the HFHM intervention group (n = 40) or a no-game control group (n = 39). The game design was informed by a pre-intervention survey and interviews with caregivers and teachers, which identified key dietary challenges such as picky eating, slow eating, and food waste. Over a two-week period, the HFHM group engaged in food- and nutrition-focused tasks that were incorporated into their lunchtime routines. Pre- and post-intervention data were collected on nutrition knowledge, food waste, picky eating, and meal duration, with daily progress tracking in the HFHM group. Results: Compared to the control group, the HFHM group showed a significant increase in nutrition knowledge (p < 0.05), reduced food waste (p < 0.01), decreased picky eating (p < 0.01), and improved meal duration (p < 0.05). However, the small sample size and short intervention period limit generalizability. Conclusions: These findings suggest HFHM is a promising tool for improving nutrition education and dietary behaviors in Chinese children. Future research should validate these findings in a larger sample and assess long-term impacts.
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Affiliation(s)
- Ruobing Wang
- School of Product Design, University of Canterbury, 20 Kirkwood Ave., Upper Riccarton, Christchurch 8041, New Zealand;
| | - Jie Yao
- School of Economics and Management, Harbin Institute of Technology Shenzhen, Pingshan First Road, Shenzhen 518067, China;
| | - Claudia Leong
- Department of Applied Science and Social Practice, Ara Institute of Canterbury, Madras Street, Christchurch Central City, Christchurch 8041, New Zealand;
| | - Elena Moltchanova
- School of Mathematics and Statistics, University of Canterbury, Private Bag 4800, Christchurch 8140, New Zealand;
| | - Simon Hoermann
- School of Product Design, University of Canterbury, 20 Kirkwood Ave., Upper Riccarton, Christchurch 8041, New Zealand;
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Disoteo OE, Russo F, Renzullo L, Negri G, Piazzolla G, De Pergola G, Triggiani V, Lisco G. A Single Lesson on Dietary Education Improves Dietary Knowledge in Adults with Type 2 Diabetes: A Real-Life Monocentric Italian Study. Nutrients 2025; 17:1139. [PMID: 40218897 PMCID: PMC11990264 DOI: 10.3390/nu17071139] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2025] [Revised: 03/23/2025] [Accepted: 03/23/2025] [Indexed: 04/14/2025] Open
Abstract
Background. It is unclear if dietary education may increase adherence to the Mediterranean diet (MD). Study aim. We estimated the effect of dietary counseling on nutritional knowledge and adherence to MD in T2D adult patients. Methods. T2D patients who attended the Diabetology Center of the Grande Ospedale Metropolitano Niguarda were recruited (April to September 2019) and categorized into two groups: the intervention group (IG), receiving a 2.5-h education, and the control group (CG). The Moynihan questionnaire and the Mediterranean Diet Adherence Assessment Questionnaire (MDAAQ) were administered to estimate the overall knowledge and adherence to MD at baseline (T0), 1 week (T1), and 1 month (T2) later. Results. Seventy-two individuals (69.5 ± 8.6 years old) were included in the IG, and 52 (67.7 ± 9.2 years old) were included in the CG. All patients had sufficient dietary knowledge and intermediate adherence to MD at baseline. Those assigned to the IG showed a significant reduction in the Moynihan score from T0 (24.9 ± 2.6) to T1 (20.3 ± 1.8; p < 0.001) and T2 (20.4 ± 2.2; p < 0.001). CG had the same Moynihan score as IG individuals at T0 (24.8 ± 1.8), but their dietary knowledge was unchanged at T1 and T2 (24.9 ± 1.8). MD adherence was similar at each time in the IG, with a MDAAQ score of 4.4 ± 1.7 (T0), 5.1 ± 1.7 (T1), and 5.3 ± 1.8 (T2), and in the CG (T0: 5.1 ± 1.7; T1: 5 ± 1.5; T2: 5.1 ± 1.5). Discussion and Conclusions. The 2.5-h dietary counseling session improves dietary knowledge, but it is not enough to improve adherence to MD.
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Affiliation(s)
- Olga Eugenia Disoteo
- Diabetes Unit, Niguarda Cà Granda Hospital, 20162 Milan, Italy; (O.E.D.); (F.R.); (L.R.); (G.N.)
- Division of Endocrinology, Diabetology and Clinical Nutrition, Sant’Anna Hospital—ASST Lariana, 22042 Como, Italy
| | - Federica Russo
- Diabetes Unit, Niguarda Cà Granda Hospital, 20162 Milan, Italy; (O.E.D.); (F.R.); (L.R.); (G.N.)
| | - Luigi Renzullo
- Diabetes Unit, Niguarda Cà Granda Hospital, 20162 Milan, Italy; (O.E.D.); (F.R.); (L.R.); (G.N.)
| | - Giulia Negri
- Diabetes Unit, Niguarda Cà Granda Hospital, 20162 Milan, Italy; (O.E.D.); (F.R.); (L.R.); (G.N.)
| | - Giuseppina Piazzolla
- Interdisciplinary Department of Medicine, School of Medicine, University of Bari “Aldo Moro”, Piazza Giulio Cesare 11, 70124 Bari, Italy; (G.P.); (G.L.)
| | - Giovanni De Pergola
- Center of Nutrition for the Research and the Care of Obesity and Metabolic Diseases, National Institute of Gastroenterology IRCCS “Saverio de Bellis”, Castellana Grotte, 70013 Bari, Italy;
| | - Vincenzo Triggiani
- Interdisciplinary Department of Medicine, School of Medicine, University of Bari “Aldo Moro”, Piazza Giulio Cesare 11, 70124 Bari, Italy; (G.P.); (G.L.)
| | - Giuseppe Lisco
- Interdisciplinary Department of Medicine, School of Medicine, University of Bari “Aldo Moro”, Piazza Giulio Cesare 11, 70124 Bari, Italy; (G.P.); (G.L.)
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Bloomfield L, Boston J, Masek M, Andrew L, Barwood D, Devine A. Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial. JMIR Serious Games 2025; 13:e60755. [PMID: 39932769 PMCID: PMC11862768 DOI: 10.2196/60755] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2024] [Revised: 09/20/2024] [Accepted: 11/19/2024] [Indexed: 02/13/2025] Open
Abstract
BACKGROUND Invasive meningococcal disease (IMD) is a serious, vaccine-preventable infectious disease that can be life-threatening. Teaching adolescents about the early detection and prevention of IMD can be challenging in a school environment, with educators reporting they lack confidence or expertise to cover this in the classroom environment. Professional guest educators are an alternative to cover specialist topics such as IMD; however, time and resourcing constraints can mean that these educators are not always available. Serious games may be an alternative to face-to-face education, where complex health information may be delivered via self-directed gameplay. OBJECTIVE This study aims to develop a serious game that can replace a face-to-face educator in a classroom setting to educate adolescents aged 12 years to 15 years. This study evaluates the efficacy of the Meningococcal Immunisation Awareness, Prevention and Protection app (MIApp), a serious game designed to replicate the information provided in a 30-minute face-to-face presentation provided by a trained educator. METHODS This clustered, randomized controlled equivalence trial involved students (Years 7-10) from 6 secondary schools across metropolitan Western Australia who completed pre- and postintervention questionnaires with a follow-up at 3 months postintervention to measure the primary outcome of IMD knowledge acquisition following this self-guided intervention. The findings were compared with changes in an active control (comparison) group who received an in-class educational presentation about IMD transmission and protection. A questionnaire was developed to assess 9 key areas of knowledge. Median scores for knowledge pre- and postintervention were collected from a self-administered assessment of this questionnaire and, at 3 months postintervention, were compared between groups. A knowledge score of +/-2/16 was determined a priori to meet the criteria for equivalence. Participants who used MIApp were also asked a series of questions to assess the enjoyment of and engagement with the game. RESULTS Of the 788 participating students, the median postintervention correct score in both the MIApp and control cohorts was 14/16 (87.5% correct responses), compared with the median pre-intervention correct score of 6/16 (37.5% correct responses), representing a significant (P<.001) increase in IMD knowledge in both groups. Improvements were retained in both groups 3 months after the initial intervention (median correct score: 11/16 in the intervention group; 12/16 in the control group; P=.86), demonstrating the efficacy of MIApp to deliver health education about IMD transmission and protection, although response rates in the follow-up cohort were low (255/788, 32.4%). CONCLUSIONS MIApp met the predetermined threshold for equivalence, demonstrating similar improvements in knowledge posttrial and at the 3-month follow-up. Participating adolescents considered the MIApp game more enjoyable than a presentation, with equivalent improvements in knowledge. Serious games could represent a constructive tool to help teachers impart specialized health education.
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Affiliation(s)
- Lauren Bloomfield
- School of Medicine, The University of Notre Dame Australia, Fremantle, Australia
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Brown JM, Tahir S, Franco-Arellano B, LeSage A, Hughes J, Kapralos B, Lou W, Vogel E, Farkouh M, Tugault-Lafleur C, Arcand J. Efficacy of the Foodbot Factory digital curriculum-based nutrition education intervention in improving children's nutrition knowledge, attitudes and behaviours in elementary school classrooms: protocol for a cluster randomised controlled trial. BMJ Open 2025; 15:e092426. [PMID: 39880422 PMCID: PMC11781139 DOI: 10.1136/bmjopen-2024-092426] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/14/2024] [Accepted: 01/10/2025] [Indexed: 01/31/2025] Open
Abstract
INTRODUCTION Schools are an important setting for supporting children's development of food literacy, but minimal research has assessed which strategies are most suitable for school nutrition education. The Foodbot Factory intervention, consisting of serious game (ie, a digital game designed for education) and curriculum-based lesson plans, was developed to support teachers and children ages 8-12 with nutrition education. Pilot data have demonstrated that Foodbot Factory can significantly improve children's nutrition knowledge, but it has not yet been evaluated in classrooms. METHODS AND ANALYSIS A single-blinded cluster randomised controlled trial was designed in 2022 by a research team based at Ontario Tech University to determine the efficacy of the Foodbot Factory intervention in improving children's nutrition knowledge, attitudes and behaviours. 32 grade 4 and 4/5 classrooms in Ontario will be randomised to receive (1) the Foodbot Factory intervention or (2) a control nutrition education intervention using conventional materials (eg, activity sheets). The study's primary outcome is to determine the overall nutrition knowledge acquired from the intervention. Secondary outcomes include nutrition knowledge subscores (ie, knowledge of specific food groups), nutrition attitudes, dietary intake, general nutrition behaviours (eg, eating breakfast) and intervention acceptability. An Ontario-certified teacher will deliver the intervention to both groups for 35-40 min/day for five consecutive days. Outcomes will be assessed at baseline, immediately postintervention, and 4 weeks and 3 months postintervention using the Nutrition Attitudes and Knowledge questionnaire, the Block Kids Food Screener, a modified Family Nutrition and Physical Activity screener and an acceptability questionnaire. Generalised linear mixed models will assess changes in outcomes between groups. ETHICS AND DISSEMINATION The study protocol is approved by research ethics boards at Ontario Tech University and participating school boards. Results of the trial will be published in peer-reviewed journals and lay summaries will be available to stakeholders. TRIAL REGISTRATION NUMBER NCT05979259.
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Affiliation(s)
- Jacqueline Marie Brown
- Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
| | - Saman Tahir
- Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
| | - Beatriz Franco-Arellano
- Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
| | - Ann LeSage
- Mitch and Leslie Frazer Faculty of Education, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
| | - Janette Hughes
- Mitch and Leslie Frazer Faculty of Education, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
| | - Bill Kapralos
- Game Development and Interactive Media Program, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
| | - Wendy Lou
- Biostatistics, University of Toronto Dalla Lana School of Public Health, Toronto, Ontario, Canada
| | - Ellen Vogel
- Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
| | | | | | - JoAnne Arcand
- Faculty of Health Sciences, University of Ontario Institute of Technology, Oshawa, Ontario, Canada
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Zeldman J, Mobley AR. Revisiting the Use of Storytelling as a Tool for Nutrition Educators. JOURNAL OF NUTRITION EDUCATION AND BEHAVIOR 2024; 56:508. [PMID: 39111926 DOI: 10.1016/j.jneb.2024.06.007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2024]
Affiliation(s)
- Jamie Zeldman
- Department of Health Education and Behavior, University of Florida, Gainesville, FL; SNEB Student Member
| | - Amy R Mobley
- Department of Health Education and Behavior, University of Florida, Gainesville, FL; SNEB Professional Member, SNEB BOD member, and Associate Editor, Journal of Nutrition Education and Behavior
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Braga BC, Nguyen PH, Tran LM, Hoang NT, Bannerman B, Doyle F, Folson G, Gangupantulu R, Karachiwalla N, Kolt B, McCloskey P, Palloni G, Thi Tran TH, Thuy Thi Trơưng D, Hughes D, Gelli A. Feasibility of Using an Artificial Intelligence-based Telephone Application for Dietary Assessment and Nudging to Improve the Quality of Food Choices of Female Adolescents in Vietnam: Evidence from a Randomized Pilot Study. Curr Dev Nutr 2024; 8:102063. [PMID: 38817706 PMCID: PMC11137395 DOI: 10.1016/j.cdnut.2023.102063] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/15/2023] [Revised: 12/04/2023] [Accepted: 12/08/2023] [Indexed: 06/01/2024] Open
Abstract
Background Adolescent nutrition has faced a policy neglect, partly owing to the gaps in dietary intake data for this age group. The Food Recognition Assistance and Nudging Insights (FRANI) is a smartphone application validated for dietary assessment and to influence users toward healthy food choices. Objectives This study aimed to assess the feasibility (adherence, acceptability, and usability) of FRANI and its effects on food choices and diet quality in female adolescents in Vietnam. Methods Adolescents (N = 36) were randomly selected from a public school and allocated into 2 groups. The control group received smartphones with a version of FRANI limited to dietary assessment, whereas the intervention received smartphones with gamified FRANI. After the first 4 wk, both groups used gamified FRANI for further 2 wk. The primary outcome was the feasibility of using FRANI as measured by adherence (the proportion of completed food records), acceptability and usability (the proportion of participants who considered FRANI acceptable and usable according to answers of a Likert questionnaire). Secondary outcomes included the percentage of meals recorded, the Minimum Dietary Diversity for Women (MDDW) and the Eat-Lancet Diet Score (ELDS). Dietary diversity is important for dietary quality, and sustainable healthy diets are important to reduce carbon emissions. Poisson regression models were used to estimate the effect of gamified FRANI on the MDDW and ELDS. Results Adherence to the application was 82% and the percentage of meals recorded was 97%. Acceptability and usability were 97%. MDDW in the intervention group was 1.07 points (95% CI: 0.98, 1.18; P = 0.13) greater than that in the control (constant = 4.68); however, the difference was not statistically significant. Moreover, ELDS in the intervention was 1.09 (95% CI: 1.01, 1.18; P = 0.03) points greater than in the control (constant = 3.67). Conclusions FRANI was feasible and may be effective to influence users toward healthy food choices. Research is needed for FRANI in different contexts and at scale.The trial was registered at the International Standard Randomized Controlled Trial Number as ISRCTN 10681553.
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Affiliation(s)
- Bianca C Braga
- Friedman School of Nutrition Policy and Science, Tufts University, Boston, MA, United States
| | - Phuong H Nguyen
- Nutrition, Health and Diet, International Food Policy Research Institute, Washington, DC, United States
- Thai Nguyen University of Pharmacy and Medicine, Thai Nguyen, Vietnam
| | - Lan Mai Tran
- Hubert Department of Global Health, Rollins School of Public Health, Emory University, Atlanta, GA, United States
| | | | - Boateng Bannerman
- Noguchi Memorial Institute for Medical Research, College of Health Sciences, University of Ghana, Legon, Ghana
| | - Frank Doyle
- College of Agricultural Sciences, Pennsylvania State University, State College, PA, United States
| | - Gloria Folson
- Noguchi Memorial Institute for Medical Research, College of Health Sciences, University of Ghana, Legon, Ghana
| | - Rohit Gangupantulu
- College of Agricultural Sciences, Pennsylvania State University, State College, PA, United States
| | - Naureen Karachiwalla
- Nutrition, Health and Diet, International Food Policy Research Institute, Washington, DC, United States
| | - Bastien Kolt
- Nutrition, Health and Diet, International Food Policy Research Institute, Washington, DC, United States
| | - Peter McCloskey
- College of Agricultural Sciences, Pennsylvania State University, State College, PA, United States
| | - Giordano Palloni
- Nutrition, Health and Diet, International Food Policy Research Institute, Washington, DC, United States
| | | | | | - David Hughes
- College of Agricultural Sciences, Pennsylvania State University, State College, PA, United States
| | - Aulo Gelli
- Nutrition, Health and Diet, International Food Policy Research Institute, Washington, DC, United States
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Sher CH, Sung TJ. Designing a Community-Based Health Promotion Program for Older Adults Based on Perceived Usefulness, Service Experience, Perceived Value, and Behavioral Intention. JOURNAL OF GERONTOLOGICAL SOCIAL WORK 2024; 67:515-540. [PMID: 38600779 DOI: 10.1080/01634372.2024.2338081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/18/2023] [Accepted: 02/29/2024] [Indexed: 04/12/2024]
Abstract
Improving nutritional intake contributes to maintaining the health and quality of life of the older population and reducing individual and societal healthcare costs. We collaborated with two community service hubs and a public health center in Taipei's Daan District to develop a personalized community-based health and nutrition program using service design. The design was validated through a model encompassing perceived usefulness, service experience, perceived value, and behavioral intention, analyzed using PLS-SEM modeling on 76 individuals. The results showed bidirectional influences among these factors. This study provides practical recommendations for formulating public health policies and health promotion programs for older adults.
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Affiliation(s)
- Chai-Huei Sher
- Department of Design, National Taiwan University of Science and Technology, Taipei, Taiwan
| | - Tung-Jung Sung
- Department of Design, National Taiwan University of Science and Technology, Taipei, Taiwan
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Balestracci K, Sebelia L, Greene G, Moore A, Baird G, Chappell K, Tovar A. Effect of a Technology-Integrated Curriculum on Sugary Drink and Snack Intake of Elementary-Aged Youth Experiencing Low Income. JOURNAL OF NUTRITION EDUCATION AND BEHAVIOR 2024; 56:209-218. [PMID: 38385934 DOI: 10.1016/j.jneb.2023.12.010] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/15/2023] [Revised: 12/22/2023] [Accepted: 12/27/2023] [Indexed: 02/23/2024]
Abstract
OBJECTIVE To describe the results of a technology-integrated intervention on sugar-sweetened beverage (SSB) and energy-dense snack intake with third graders experiencing low income. DESIGN A 2 × 2 quasi-randomized cluster-block, parallel-group experimental research design. SETTING Low-income schools in Rhode Island. PARTICIPANTS Two-hundred seventeen intervention and 242 control third-grade students in low-income (89.6% and 88.2% free/reduced meals, respectively), ethnically and racially diverse (63% Hispanic/20% Black and 62% Hispanic/18% Black, respectively) schools. INTERVENTION(S) A 13-week in-school program held once per week for 1 hour. The hands-on, technology-integrated program used a modified version of the Body Quest: Food of the Warrior curriculum. MAIN OUTCOME MEASURE(S) Intake of SSB and energy-dense snacks, both salty and sweet snacks, using baseline (week 1) and postassessment (week 13) previous day self-recall. ANALYSIS Generalized mixed modeling with nesting. RESULTS Intervention students significantly reduced their SSB intake by 38% (0.5 times/d; F[1, 540] = 4.26; P = 0.04) and salty snack intake by 58% (0.8 times/d; F[1, 534] = 6.58, P < 0.01) from baseline to postassessment as compared with the control students. CONCLUSIONS AND IMPLICATIONS Findings suggest a technology-integrated curriculum is effective in decreasing SSB and salty snacks in elementary-aged students of low-income, minoritized populations. Improved dietary habits can potentially influence other facets of students' lives.
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Affiliation(s)
- Kate Balestracci
- Department of Nutrition and Food Sciences, College of Health Sciences, University of Rhode Island, Providence, RI.
| | - Linda Sebelia
- Department of Nutrition and Food Sciences, College of Health Sciences, University of Rhode Island, Providence, RI
| | - Geoffrey Greene
- Department of Nutrition and Food Sciences, College of Health Sciences, University of Rhode Island, Kingston, RI
| | - Adam Moore
- Feinstein College of Education, University of Rhode Island, Kingston, RI
| | - Grayson Baird
- Lifespan Hospital System, Rhode Island Hospital, Providence, RI
| | - Kelsi Chappell
- Department of Nutrition and Food Sciences, College of Health Sciences, University of Rhode Island, Providence, RI
| | - Alison Tovar
- Department of Behavioral and Social Sciences, Brown University School of Public Health, Providence, RI
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Chin S, Wong R, Hirani V, O'Leary F. Nutrition knowledge assessment tools for older adults and their carers: a scoping review. Nutr Res Rev 2023; 36:216-231. [PMID: 34670637 DOI: 10.1017/s0954422421000330] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Poor nutritional intake is common among older adults. Given that nutrition knowledge is an important determinant of eating behaviour and nutritional status, understanding areas of inadequate knowledge can guide educational interventions to reduce risk of nutritional deficiencies and promote healthy ageing. This review investigated tools assessing general nutritional knowledge of older adults and their carers. Following the Joanna Briggs for Scoping Reviews guidelines, 4 databases (MEDLINE, CINAHL, Global Health and Embase) and grey literature were searched. Studies of any type containing general nutrition knowledge assessment tools for older adults or their carers were included. In total, 6934 articles were identified, of which 24 met the eligibility criteria, and 23 unique nutrition knowledge assessment tools were included. Of these tools, 14 were original, 6 were modified from other tools and 3 used dietary-related responses from national dietary survey questions. 6 tools were developed for carers (mostly nurses) and 17 tools for older adults. Tools had between 4 and 110 items. The most common topics for general nutrition knowledge questions were related to nutrients and roles, food sources of nutrients, and diet-disease relationships. 8 tools were developed prior to 2000. Most studies did not specify or assess psychometric properties of the tool, with only 9 (38 %) and 6 (26 %) studies testing for reliability and validity, respectively, and only 1 tool was considered reliable. Additional research for the development of reliable and validated tools or the validation of existing tools to assess nutrition knowledge of older adults and their carers is needed across different healthcare settings.
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Affiliation(s)
- Shuyan Chin
- Nutrition and Dietetics Group, School of Life and Environmental Sciences, The Charles Perkins Centre, The University of Sydney, NSW, Australia
| | - Raymond Wong
- Nutrition and Dietetics Group, School of Life and Environmental Sciences, The Charles Perkins Centre, The University of Sydney, NSW, Australia
| | - Vasant Hirani
- Nutrition and Dietetics Group, School of Life and Environmental Sciences, The Charles Perkins Centre, The University of Sydney, NSW, Australia
| | - Fiona O'Leary
- Nutrition and Dietetics Group, School of Life and Environmental Sciences, The Charles Perkins Centre, The University of Sydney, NSW, Australia
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Bucher Della Torre S, Lages M, Dias SS, Guarino MP, Braga-Pontes C. Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study. JMIR Serious Games 2023; 11:e43843. [PMID: 37788064 PMCID: PMC10582818 DOI: 10.2196/43843] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2022] [Revised: 03/31/2023] [Accepted: 08/31/2023] [Indexed: 10/04/2023] Open
Abstract
BACKGROUND Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notably lower than recommended in this population. Among the interventions tested, gamification has shown promise in promoting familiarization, increasing knowledge, and potentially increasing vegetable intake. OBJECTIVE This pilot study aimed first to translate the digital game "Veggies4myHeart" into French and to assess its influence on young children's preferences and willingness to taste vegetables when combined with repeated tasting and education. We also aimed to investigate the acceptability and applicability of the game in 2 classrooms. METHODS During 5 consecutive weekly sessions, children from 2 elementary classes played the digital game consisting of 5 mini games on different vegetables (lettuce, carrot, red cabbage, cucumber, and tomato) in pairs for 10-15 minutes. In addition, they discussed one of the vegetables and tasted the 5 vegetables in each session. Pretest and posttest food preferences and willingness to taste the vegetables were compared. Teachers participated in a semistructured interview. RESULTS A total of 45 children aged 5 to 6 years tested the French version of the digital game. The children's declared food preferences were already high for carrot, cucumber, and tomato, with scores higher than 4 out of a maximum of 5. The scores did not change significantly after the intervention, except for red cabbage (pretest: mean 2.52, SD 1.49; posttest: mean 3.29, SD 1.67; P=.006) and a composite score (pretest: mean 3.76, SD 1.06; posttest: mean 4.05, SD 1.03; P=.001). Before the intervention, 18 (44%), 30 (73%), 16 (39%), 29 (71%), and 26 (63%) children out of 41 were willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. After the intervention, no significant statistical differences were observed, with 23 (51%), 36 (80%), 24 (53%), 33 (73%), and 29 (64%) children out of 45 willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. Teachers supported this tool combined with repeated tasting and education and highlighted facilitators and barriers that should be anticipated to improve implementation in schools. CONCLUSIONS In this study, we translated an existing digital game applicable and acceptable to both children and teachers. A larger study is warranted to confirm the effectiveness of interventions using the digital game to promote vegetable preference, willingness to taste, and intake.
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Affiliation(s)
- Sophie Bucher Della Torre
- Geneva School of Health Sciences, HES-SO University of Applied Sciences and Arts Western Switzerland, Carouge, Switzerland
| | - Marlene Lages
- ciTechCare- Center for Innovative Care and Health Technology, Polytechnic of Leiria, Leiria, Portugal
| | - Sara S Dias
- ciTechCare- Center for Innovative Care and Health Technology, Polytechnic of Leiria, Leiria, Portugal
- School of Health Sciences, Polytechnic of Leiria, Leiria, Portugal
| | - Maria P Guarino
- ciTechCare- Center for Innovative Care and Health Technology, Polytechnic of Leiria, Leiria, Portugal
- School of Health Sciences, Polytechnic of Leiria, Leiria, Portugal
| | - Cátia Braga-Pontes
- ciTechCare- Center for Innovative Care and Health Technology, Polytechnic of Leiria, Leiria, Portugal
- School of Health Sciences, Polytechnic of Leiria, Leiria, Portugal
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12
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Miller M, Barwood D, Devine A, Boston J, Smith S, Masek M. Rethinking Adolescent School Nutrition Education Through a Food Systems Lens. THE JOURNAL OF SCHOOL HEALTH 2023; 93:891-899. [PMID: 37254564 DOI: 10.1111/josh.13351] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/13/2022] [Revised: 03/24/2023] [Accepted: 05/21/2023] [Indexed: 06/01/2023]
Abstract
BACKGROUND Obesity-driven nutrition education in schools does not appear to result in healthier adolescent food choices. This study explored food systems as an alternative pedagogical approach to engage students in nutrition education. METHODS After playing a food systems computer game, 250 13- to 16-year-old students in 5 Western Australian secondary schools, participated in group discussions to distinguish learning and interests in food systems. Discussion records were thematically coded using constant comparative analysis. RESULTS Students reported crop growth, food production and food waste, healthier food choices, and food systems as knowledge outcomes of game play. They requested additional content on food production, costing, handling, processing, and accessing local produce. Experiential activities were preferred pedagogical approaches. CONCLUSIONS Cross-curricular pedagogy which embraces human and planetary health through a food systems lens, can engage adolescents in nutrition education. Transformational computer games are effective to engage, educate and stimulate inquiry in food systems education.
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Affiliation(s)
- Margaret Miller
- School of Medical and Health Sciences, Edith Cowan University, 270 Joondalup Drive, Joondalup, Perth, WA, 6027, Australia
| | - Donna Barwood
- School of Education, Edith Cowan University, 270 Joondalup Drive, Joondalup, Perth, WA, 6027, Australia
| | - Amanda Devine
- Public Health and Occupational Health & Safety, Edith Cowan University, 270 Joondalup Drive, Joondalup, Perth, WA, 6027, Australia
| | - Julie Boston
- School of Education, Edith Cowan University, 270 Joondalup Drive, Joondalup, Perth, WA, 6027, Australia
| | - Sandra Smith
- School of Education, Edith Cowan University, 270 Joondalup Drive, Joondalup, Perth, WA, 6027, Australia
| | - Martin Masek
- School of Science, Edith Cowan University, 270 Joondalup Drive, Joondalup, Perth, WA, 6027, Australia
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13
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White BK, Martin A, White J. Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. THE LANCET REGIONAL HEALTH. WESTERN PACIFIC 2023; 35:100528. [PMID: 35815240 PMCID: PMC9257427 DOI: 10.1016/j.lanwpc.2022.100528] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
The COVID-19 pandemic has increased reliance on digital service delivery, including the delivery of health promotion initiatives. Health promotion interventions need to carefully consider user engagement. Gamification is a strategy used to engage and motivate people, and evidence shows overall cautious positive results in the use of gamification for older people across a range of health areas although more evidence is needed. Gamification has been used as a strategy in COVID-19 related initiatives and there is potential to build on the evidence to further develop gamification initiatives for those living in the Western Pacific region to impact positively on healthy behaviours and health outcomes.
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Affiliation(s)
- Becky K. White
- Reach Health Promotion Innovations, Perth, Western Australia
- Curtin University, Perth, Western Australia
| | - Annegret Martin
- Reach Health Promotion Innovations, Perth, Western Australia
| | - James White
- Reach Health Promotion Innovations, Perth, Western Australia
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14
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Zarkogianni K, Chatzidaki E, Polychronaki N, Kalafatis E, Nicolaides NC, Voutetakis A, Chioti V, Kitani RA, Mitsis K, Perakis Κ, Athanasiou M, Antonopoulou D, Pervanidou P, Kanaka-Gantenbein C, Nikita K. The ENDORSE Feasibility Study: Exploring the Use of M-Health, Artificial Intelligence and Serious Games for the Management of Childhood Obesity. Nutrients 2023; 15:1451. [PMID: 36986180 PMCID: PMC10057317 DOI: 10.3390/nu15061451] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/14/2023] [Revised: 03/10/2023] [Accepted: 03/14/2023] [Indexed: 03/19/2023] Open
Abstract
Childhood obesity constitutes a major risk factor for future adverse health conditions. Multicomponent parent-child interventions are considered effective in controlling weight. Τhe ENDORSE platform utilizes m-health technologies, Artificial Intelligence (AI), and serious games (SG) toward the creation of an innovative software ecosystem connecting healthcare professionals, children, and their parents in order to deliver coordinated services to combat childhood obesity. It consists of activity trackers, a mobile SG for children, and mobile apps for parents and healthcare professionals. The heterogeneous dataset gathered through the interaction of the end-users with the platform composes the unique user profile. Part of it feeds an AI-based model that enables personalized messages. A feasibility pilot trial was conducted involving 50 overweight and obese children (mean age 10.5 years, 52% girls, 58% pubertal, median baseline BMI z-score 2.85) in a 3-month intervention. Adherence was measured by means of frequency of usage based on the data records. Overall, a clinically and statistically significant BMI z-score reduction was achieved (mean BMI z-score reduction -0.21 ± 0.26, p-value < 0.001). A statistically significant correlation was revealed between the level of activity tracker usage and the improvement of BMI z-score (-0.355, p = 0.017), highlighting the potential of the ENDORSE platform.
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Affiliation(s)
- Konstantia Zarkogianni
- School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athens, Greece (K.N.)
| | - Evi Chatzidaki
- First Department of Pediatrics, Medical School, National and Kapodistrian University of Athens, Aghia Sophia Children’s Hospital, 11527 Athens, Greece; (E.C.); (P.P.); (C.K.-G.)
| | - Nektaria Polychronaki
- First Department of Pediatrics, Medical School, National and Kapodistrian University of Athens, Aghia Sophia Children’s Hospital, 11527 Athens, Greece; (E.C.); (P.P.); (C.K.-G.)
| | - Eleftherios Kalafatis
- School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athens, Greece (K.N.)
| | - Nicolas C. Nicolaides
- First Department of Pediatrics, Medical School, National and Kapodistrian University of Athens, Aghia Sophia Children’s Hospital, 11527 Athens, Greece; (E.C.); (P.P.); (C.K.-G.)
| | - Antonis Voutetakis
- Department of Pediatrics, School of Medicine, Democritus University of Thrace, 68100 Alexandroupolis, Greece
| | - Vassiliki Chioti
- First Department of Pediatrics, Medical School, National and Kapodistrian University of Athens, Aghia Sophia Children’s Hospital, 11527 Athens, Greece; (E.C.); (P.P.); (C.K.-G.)
| | - Rosa-Anna Kitani
- First Department of Pediatrics, Medical School, National and Kapodistrian University of Athens, Aghia Sophia Children’s Hospital, 11527 Athens, Greece; (E.C.); (P.P.); (C.K.-G.)
| | - Kostas Mitsis
- School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athens, Greece (K.N.)
| | | | - Maria Athanasiou
- School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athens, Greece (K.N.)
| | | | - Panagiota Pervanidou
- First Department of Pediatrics, Medical School, National and Kapodistrian University of Athens, Aghia Sophia Children’s Hospital, 11527 Athens, Greece; (E.C.); (P.P.); (C.K.-G.)
| | - Christina Kanaka-Gantenbein
- First Department of Pediatrics, Medical School, National and Kapodistrian University of Athens, Aghia Sophia Children’s Hospital, 11527 Athens, Greece; (E.C.); (P.P.); (C.K.-G.)
| | - Konstantina Nikita
- School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athens, Greece (K.N.)
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15
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The Influence of Serious Games in the Promotion of Healthy Diet and Physical Activity Health: A Systematic Review. Nutrients 2023; 15:nu15061399. [PMID: 36986129 PMCID: PMC10056209 DOI: 10.3390/nu15061399] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/10/2023] [Revised: 03/06/2023] [Accepted: 03/10/2023] [Indexed: 03/17/2023] Open
Abstract
(1) Background: serious games seem to show promising strategies to promote treatment compliance and motivate behavior changes, and some studies have proven to contribute to the literature on serious games. (2) Methods: this systematic review aimed to analyze the effect of serious games in promoting healthy eating behaviors, effectively preventing childhood obesity, and improving physical activity in children. Five electronic bibliographic databases—PubMed, ACM Digital Library, Games for Health Journal, and IEEE Xplore were used to conduct a systematic literature search based on fixed inclusion and exclusion criteria. Peer-reviewed journal articles published between 2003 and 2021 were selected for data extraction. (3) Results: a total of 26 studies were identified, representing 17 games. Half of the studies tested interventions for healthy eating and physical education. Most of the intervention’s games were designed according to specific behavioral change theories, predominantly the social cognitive theory. (4) Conclusions: studies confirmed the potential of serious games for obesity prevention but considering the restrictions encountered, we exhort for novel designs with different theoretical perspectives.
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16
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-Pontes CB, Pratas E, Novo Â, Domingues B, Miguens R, Simões-Dias S. Nutrition Education Intervention to Promote Nutrition Knowledge in Preschool Children at District of Leiria, Portugal. CURRENT RESEARCH IN NUTRITION AND FOOD SCIENCE JOURNAL 2022. [DOI: 10.12944/crnfsj.10.3.24] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/28/2022]
Abstract
Several factors can influence children’s food choices and preferences. Food and nutrition education at school can therefore be the key to improving children’s nutrition knowledge, and consequently their eating behavior. To this end, several strategies seem effective, and the current difficulty lies in choosing the best methodology to implement.
To determine which intervention has the greatest impact on preschool children’s nutrition knowledge about vegetables: serious game, children’s story, children’s story associated with stickers, or food wheel.
This experimental study had the participation of 162 children, aged between 3 to 6 years, attending four public school institutions in the district of Leiria, Portugal. To increase children’s nutrition knowledge about vegetables, four interventions were carried out: digital game, children’s story, children’s story associated with stickers, and a food wheel. To assess the recognition of foods, identification of vegetables, and the functions of five vegetables (lettuce, tomato, carrot, cucumber, and red cabbage), two instruments were applied at three different times (at the start, conclusion, and 6 months after the intervention). The collected data were analyzed using IBM SPSS software.
There was an increase in nutrition knowledge both post-intervention and 6 months follow-up, compared to the initial moment. This increase was statistically significant (p <0.001) when evaluated overall. The intervention with the digital game “Veggies4myheart”, compared to the children’s story associated with stickers, proved to be more effective in increasing nutrition knowledge related to the vegetable's functions, 6 months after the intervention (p = 0.028). The four interventions were effective to promote nutrition knowledge about vegetables in preschool children. The interventions with the digital game or with the child’s story with stickers seem to be the most appropriate to increase knowledge about vegetable functions.
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Affiliation(s)
| | - Eunice Pratas
- 1School of Health Sciences, Polytechnic of Leiria, Leiria, Portugal
| | - Ângela Novo
- 1School of Health Sciences, Polytechnic of Leiria, Leiria, Portugal
| | - Bianca Domingues
- 1School of Health Sciences, Polytechnic of Leiria, Leiria, Portugal
| | - Rebeca Miguens
- 1School of Health Sciences, Polytechnic of Leiria, Leiria, Portugal
| | - Sara Simões-Dias
- 2CITechCare- Center for Innovative Care and Health Technology, Polytechnic of Leiria, Leiria, Portugal
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17
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A scientific transition to support the 21st century dietary transition. Trends Food Sci Technol 2022. [DOI: 10.1016/j.tifs.2022.11.021] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/10/2022]
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18
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Occa A, Stahl HM, Julien-Bell S. Helping Children to Participate in Human Papillomavirus-Related Discussions: Mixed Methods Study of Multimedia Messages. JMIR Form Res 2022; 6:e28676. [PMID: 35404265 PMCID: PMC9039810 DOI: 10.2196/28676] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/10/2021] [Revised: 07/13/2021] [Accepted: 02/28/2022] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Human papillomavirus (HPV) can cause several types of cancers and genital warts. A vaccine is available to prevent HPV infections, and several efforts have been made to increase HPV education and, eventually, vaccination. Although previous studies have focused on the development of messages to educate children about HPV and the existence of the HPV vaccine, limited research is available on how to help children better communicate with their parents and health care professionals about the HPV vaccination. In addition, limited research is available on the target audience of this study (Italian children). OBJECTIVE This manuscript describes a study assessing the feasibility of using an evidence-based animated video and a web-based game to help children (aged 11-12 years) participate in discussions about their health-in particular when such conversations center around the HPV vaccination-and improve several HPV-related outcomes. The study also compares the effects of these 2 educational multimedia materials on children's knowledge and perceptions of HPV prevention. METHODS A mixed methods approach consisting of focus group discussions and an experiment with children (N=35) was used to understand children's experiences with, and perceptions of, the animated video and the game and to measure possible improvements resulting from their interaction with these materials. RESULTS Both the animated video and a web-based game increased children's knowledge and positive perceptions about HPV and HPV vaccination. Any single message was not more effective than the others. The children discussed aspects of the features and characters they liked and those that need improvements. CONCLUSIONS This study shows that both materials were effective for improving children's education about the HPV vaccine and for helping them to feel more comfortable and willing to communicate with their parents and health care professionals about their health. Several elements emerged that will allow further improvements in the design and development of the messages used in this study as well as the creation of future campaigns.
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Affiliation(s)
- Aurora Occa
- Department of Communication, University of Kentucky, Lexington, KY, United States
| | - Hayley M Stahl
- Department of Communication, University of Kentucky, Lexington, KY, United States
| | - Sarah Julien-Bell
- Department of Communication, University of Illinois at Urbana, Urbana, IL, United States
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19
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Braga-Pontes C, Simões-Dias S, Lages M, Guarino MP, Graça P. Nutrition education strategies to promote vegetable consumption in preschool children: the Veggies4myHeart project. Public Health Nutr 2022; 25:1061-1070. [PMID: 34702425 PMCID: PMC9991745 DOI: 10.1017/s1368980021004456] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2021] [Revised: 08/27/2021] [Accepted: 10/17/2021] [Indexed: 11/06/2022]
Abstract
OBJECTIVE To test the efficacy of three nutrition education strategies on the intake of different vegetables in preschool children. DESIGN This is an experimental study conducted in four Portuguese preschools. The intervention consisted of 20-min educational sessions, once a week, for 5 weeks, with one of the following randomised educational strategies: Portuguese Food Wheel Guide (control), digital game, storybook, storybook and reward (stickers). All groups had repeated exposure to vegetables in all sessions. A pre- and post-test were conducted to determine vegetable intake, and a 6-month follow-up was realised. SETTING Preschools of Leiria district, Portugal. PARTICIPANTS A sample of 162 children aged 3 to 6 years. All eligible children attending the preschools were invited to participate. RESULTS All interventions tested were effective in increasing vegetable consumption both in the short and medium term, without statistically significant differences, compared to the control group. Stickers were more effective in the short term than in the medium term. CONCLUSIONS The nutritional education strategies associated with repeated exposure tested in this study were effective in promoting vegetable consumption in preschool children. The use of stickers may be a valid strategy to promote the consumption of vegetables less recognised by children.
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Affiliation(s)
- Cátia Braga-Pontes
- ciTechCare – Centre for Innovative Care and Health Technology, Polytechnic Institute of Leiria, Leiria, Portugal
- ESSLei – School of Health Sciences, Polytechnic Institute of Leiria, 2411-901Leiria, Portugal
- Faculty of Nutrition and Food Sciences of University of Porto, Porto, Portugal
| | - Sara Simões-Dias
- ciTechCare – Centre for Innovative Care and Health Technology, Polytechnic Institute of Leiria, Leiria, Portugal
- ESSLei – School of Health Sciences, Polytechnic Institute of Leiria, 2411-901Leiria, Portugal
- EpiDoC Unit, CEDOC, NOVA Medical School, Universidade Nova de Lisboa, Lisboa, Portugal
| | - Marlene Lages
- ciTechCare – Centre for Innovative Care and Health Technology, Polytechnic Institute of Leiria, Leiria, Portugal
| | - Maria P Guarino
- ciTechCare – Centre for Innovative Care and Health Technology, Polytechnic Institute of Leiria, Leiria, Portugal
- ESSLei – School of Health Sciences, Polytechnic Institute of Leiria, 2411-901Leiria, Portugal
| | - Pedro Graça
- Faculty of Nutrition and Food Sciences of University of Porto, Porto, Portugal
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20
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Leong C, Liesaputra V, Morrison C, Parameswaran P, Grace D, Healey D, Ware L, Palmer O, Goddard E, Houghton LA. Designing Video Games for Nutrition Education: A Participatory Approach. JOURNAL OF NUTRITION EDUCATION AND BEHAVIOR 2021; 53:832-842. [PMID: 34420872 DOI: 10.1016/j.jneb.2021.07.001] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/17/2021] [Revised: 06/27/2021] [Accepted: 07/07/2021] [Indexed: 06/13/2023]
Abstract
OBJECTIVE To describe the participatory approach used to inform the development of a video game designed to increase children's nutrition knowledge. The objectives were to (1) assess children's nutrition areas of focus, (2) explore parents' and children's perceptions of video games for nutrition education, and (3) collect information on children's video game preferences. DESIGN Qualitative research design using 10 focus group interviews and 5 workshops. Children's nutrition knowledge and game player type were assessed by questionnaires. SETTING South Island, New Zealand. PARTICIPANTS Sixty-two primary school children, aged 7-11 years. Ten parents completed an online questionnaire. PHENOMENON OF INTEREST Participatory approach in designing digital nutrition education resources. ANALYSIS A general inductive approach was used to develop the themes. RESULTS The following 3 themes were identified through thematic analysis: (1) positive impacts associated with video games for nutrition education, (2) factors for engagement, and (3) barriers for sustained use. CONCLUSIONS AND IMPLICATIONS Both children and parents perceived that video games offered an avenue to increase nutrition knowledge. However, negative views such as screen time usage need to be addressed before widespread adoption. The participatory design approach provided information about game mechanics that will inspire the game design and enhance engagement of video games for nutrition education.
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Affiliation(s)
- Claudia Leong
- Department of Applied Science and Social Practice, Ara Institute of Canterbury, Christchurch, New Zealand.
| | | | | | | | - Duane Grace
- EDU Systems Limited, Wellington, New Zealand
| | - Dione Healey
- Department of Psychology, University of Otago, Dunedin, New Zealand
| | - Lara Ware
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
| | - Oona Palmer
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
| | - Eloise Goddard
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
| | - Lisa A Houghton
- Department of Human Nutrition, University of Otago, Dunedin, New Zealand
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21
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Lucassen DA, Lasschuijt MP, Camps G, Van Loo EJ, Fischer ARH, de Vries RAJ, Haarman JAM, Simons M, de Vet E, Bos-de Vos M, Pan S, Ren X, de Graaf K, Lu Y, Feskens EJM, Brouwer-Brolsma EM. Short and Long-Term Innovations on Dietary Behavior Assessment and Coaching: Present Efforts and Vision of the Pride and Prejudice Consortium. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:7877. [PMID: 34360170 PMCID: PMC8345591 DOI: 10.3390/ijerph18157877] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/24/2021] [Revised: 07/22/2021] [Accepted: 07/23/2021] [Indexed: 01/10/2023]
Abstract
Overweight, obesity and cardiometabolic diseases are major global health concerns. Lifestyle factors, including diet, have been acknowledged to play a key role in the solution of these health risks. However, as shown by numerous studies, and in clinical practice, it is extremely challenging to quantify dietary behaviors as well as influencing them via dietary interventions. As shown by the limited success of 'one-size-fits-all' nutritional campaigns catered to an entire population or subpopulation, the need for more personalized coaching approaches is evident. New technology-based innovations provide opportunities to further improve the accuracy of dietary assessment and develop approaches to coach individuals towards healthier dietary behaviors. Pride & Prejudice (P&P) is a unique multi-disciplinary consortium consisting of researchers in life, nutrition, ICT, design, behavioral and social sciences from all four Dutch Universities of Technology. P&P focuses on the development and integration of innovative technological techniques such as artificial intelligence (AI), machine learning, conversational agents, behavior change theory and personalized coaching to improve current practices and establish lasting dietary behavior change.
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Affiliation(s)
- Desiree A. Lucassen
- Division of Human Nutrition and Health, Wageningen University & Research, Stippeneng 4, 6708 WE Wageningen, The Netherlands; (D.A.L.); (M.P.L.); (G.C.); (K.d.G.); (E.J.M.F.)
| | - Marlou P. Lasschuijt
- Division of Human Nutrition and Health, Wageningen University & Research, Stippeneng 4, 6708 WE Wageningen, The Netherlands; (D.A.L.); (M.P.L.); (G.C.); (K.d.G.); (E.J.M.F.)
| | - Guido Camps
- Division of Human Nutrition and Health, Wageningen University & Research, Stippeneng 4, 6708 WE Wageningen, The Netherlands; (D.A.L.); (M.P.L.); (G.C.); (K.d.G.); (E.J.M.F.)
| | - Ellen J. Van Loo
- Marketing and Consumer Behavior Group, Wageningen University & Research, Hollandseweg 1, 6706 KN Wageningen, The Netherlands; (E.J.V.L.); (A.R.H.F.)
| | - Arnout R. H. Fischer
- Marketing and Consumer Behavior Group, Wageningen University & Research, Hollandseweg 1, 6706 KN Wageningen, The Netherlands; (E.J.V.L.); (A.R.H.F.)
| | - Roelof A. J. de Vries
- Biomedical Signals and Systems, University of Twente, Drienerlolaan 5, 7522 NB Enschede, The Netherlands;
| | - Juliet A. M. Haarman
- Human Media Interaction, University of Twente, Drienerlolaan 5, 7522 NB Enschede, The Netherlands;
| | - Monique Simons
- Consumption and Healthy Lifestyles, Wageningen University & Research, Hollandseweg 1, 6706 KN Wageningen, The Netherlands; (M.S.); (E.d.V.)
| | - Emely de Vet
- Consumption and Healthy Lifestyles, Wageningen University & Research, Hollandseweg 1, 6706 KN Wageningen, The Netherlands; (M.S.); (E.d.V.)
| | - Marina Bos-de Vos
- Faculty of Industrial Design Engineering, Delft University of Technology, Landbergstraat 15, 2628 CE Delft, The Netherlands;
| | - Sibo Pan
- Systemic Change Group, Department of Industrial Design, Eindhoven University of Technology, Atlas 7.106, 5612 AP Eindhoven, The Netherlands; (S.P.); (X.R.); (Y.L.)
| | - Xipei Ren
- Systemic Change Group, Department of Industrial Design, Eindhoven University of Technology, Atlas 7.106, 5612 AP Eindhoven, The Netherlands; (S.P.); (X.R.); (Y.L.)
- School of Design and Arts, Beijing Institute of Technology, 5 Zhongguancun St. Haidian District, Beijing 100081, China
| | - Kees de Graaf
- Division of Human Nutrition and Health, Wageningen University & Research, Stippeneng 4, 6708 WE Wageningen, The Netherlands; (D.A.L.); (M.P.L.); (G.C.); (K.d.G.); (E.J.M.F.)
| | - Yuan Lu
- Systemic Change Group, Department of Industrial Design, Eindhoven University of Technology, Atlas 7.106, 5612 AP Eindhoven, The Netherlands; (S.P.); (X.R.); (Y.L.)
| | - Edith J. M. Feskens
- Division of Human Nutrition and Health, Wageningen University & Research, Stippeneng 4, 6708 WE Wageningen, The Netherlands; (D.A.L.); (M.P.L.); (G.C.); (K.d.G.); (E.J.M.F.)
| | - Elske M. Brouwer-Brolsma
- Division of Human Nutrition and Health, Wageningen University & Research, Stippeneng 4, 6708 WE Wageningen, The Netherlands; (D.A.L.); (M.P.L.); (G.C.); (K.d.G.); (E.J.M.F.)
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Bettencourt S, Costa S, Caeiro S. Marine litter: A review of educative interventions. MARINE POLLUTION BULLETIN 2021; 168:112446. [PMID: 33991982 DOI: 10.1016/j.marpolbul.2021.112446] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/31/2020] [Revised: 04/26/2021] [Accepted: 04/28/2021] [Indexed: 06/12/2023]
Abstract
Marine litter is claimed to be one of the most meaningful environmental crises of the century. Education that supports behavior change is a tool to tackle this problem. However, there is a lack of research linking educational initiatives and marine litter issues. A literature review was conducted through a bibliometric and content analysis to explore the state of knowledge regarding educational actions. The results revealed that 2019 was the year with the highest number of publications and that 83.4% of the documents were collaborative efforts. Concerning educational approaches, hands-on and technological activities are being explored to raise awareness and stimulate behavior change. Students and questionnaires represent, respectively, the most common audience and evaluating method. More integrative actions and respective long-term methodological triangulation evaluation were identified as necessary in future studies. This paper is expected to contribute to innovative knowledge in the area by identifying the main gaps in the literature.
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Affiliation(s)
- Sara Bettencourt
- Department of Science and Technology, Portuguese Distance Learning University, Lisbon, Portugal; CENSE - Center for Environmental and Sustainability Research, School of Science and Technology, NOVA University of Lisbon, Lisbon, Portugal; MARE - Marine and Environmental Sciences Centre, Agência Regional para o Desenvolvimento da Investigação, Tecnologia e Inovação (ARDITI), Madeira, Portugal; OOM - Oceanic Observatory of Madeira, Agência Regional para o Desenvolvimento da Investigação, Tecnologia e Inovação (ARDITI), Madeira, Portugal.
| | - Sónia Costa
- MARE - Marine and Environmental Sciences Centre, Agência Regional para o Desenvolvimento da Investigação, Tecnologia e Inovação (ARDITI), Madeira, Portugal; OOM - Oceanic Observatory of Madeira, Agência Regional para o Desenvolvimento da Investigação, Tecnologia e Inovação (ARDITI), Madeira, Portugal
| | - Sandra Caeiro
- Department of Science and Technology, Portuguese Distance Learning University, Lisbon, Portugal; CENSE - Center for Environmental and Sustainability Research, School of Science and Technology, NOVA University of Lisbon, Lisbon, Portugal
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Abdollahi AM, Masento NA, Vepsäläinen H, Mijal M, Gromadzka M, Fogelholm M. Investigating the Effectiveness of an Educational Escape Game for Increasing Nutrition-Related Knowledge in Young Adolescents: A Pilot Study. Front Nutr 2021; 8:674404. [PMID: 34124123 PMCID: PMC8193978 DOI: 10.3389/fnut.2021.674404] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2021] [Accepted: 05/07/2021] [Indexed: 11/22/2022] Open
Abstract
Objective: As a pilot trial under the Games of Food consortium, this study assessed the effectiveness of an educational escape game alongside a self-study method as a nutrition knowledge intervention. Furthermore, this study explored the use of an escape game as an educational tool for young adolescents. Materials and Methods: Altogether three schools participated, one from Finland and two from the UK. Baseline questionnaires assessing knowledge were administered before intervention day. Participants from each class were randomly allocated by the researchers into either the escape game condition, where participants played a nutrition education escape game with a focus on plant-based protein sources, or the self-study condition, where participants received an educational leaflet with identical content. In addition to the knowledge post-assessment, the educational escape game condition answered an enjoyment and intrinsic motivation questionnaire to evaluate the game experience. Paired t-tests were used to determine significant changes within intervention conditions and ANCOVA was used to estimate the differences in knowledge. Results: The participants were 130 children (11–14 years), divided into educational escape game (n = 68) and self-study (n = 62) conditions. Both the educational escape game (20.7 vs. 23, p < 0.001) and self-study (21.1 vs. 23.1, p = 0.002) had improved overall knowledge scores. No significant differences in gained knowledge existed between groups. Of the educational escape game participants, 60% reported the game as mostly enjoyable and 46% reported added use and value for learning. Conclusion: The educational escape game condition was comparable to the self-study method for nutrition education in adolescents. However, since the educational escape game provides an enjoyable experience that may enhance intrinsic motivation to promote learning and possible behavior change, the use of escape games for nutrition education warrant further investigation.
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Affiliation(s)
- Anna M Abdollahi
- Department of Food and Nutrition, University of Helsinki, Helsinki, Finland
| | - Natalie A Masento
- Department of Food and Nutritional Sciences, University of Reading, Reading, United Kingdom
| | - Henna Vepsäläinen
- Department of Food and Nutrition, University of Helsinki, Helsinki, Finland
| | - Michal Mijal
- Faculty of Management, University of Warsaw, Warsaw, Poland
| | | | - Mikael Fogelholm
- Department of Food and Nutrition, University of Helsinki, Helsinki, Finland
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24
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Belghali M, Statsenko Y, Al-Za'abi A. Improving Serious Games to Tackle Childhood Obesity. Front Psychol 2021; 12:657289. [PMID: 34025521 PMCID: PMC8134678 DOI: 10.3389/fpsyg.2021.657289] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/22/2021] [Accepted: 04/13/2021] [Indexed: 11/13/2022] Open
Abstract
Childhood obesity has become a global public health issue. Today, there are opportunities to promote health through technological devices such as serious games. Despite the major advancement of this field of research, the use of serious games as a validated intervention in clinical practice requires further clarifications on some methodological aspects. In this perspective article, we report the pros and cons of existing serious games. Besides, we attempt to propose a new methodology of design of a serious game that could help to cope with childhood obesity. The proposed idea consists of a serious game in virtual reality based on enjoyment, movement, education, and executive functioning (EF) training. Longitudinal studies and solid research protocol would certainly ensure consistency and aid interpretation.
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Affiliation(s)
- Maroua Belghali
- Department of Health and Physical Education, College of Education, United Arab Emirates University, Al-Ain, United Arab Emirates
| | - Yauhen Statsenko
- College of Medicine and Health Sciences, United Arab Emirates University, Al-Ain, United Arab Emirates
| | - Abdulsalam Al-Za'abi
- Department of Health and Physical Education, College of Education, United Arab Emirates University, Al-Ain, United Arab Emirates
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25
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Bertozzi E, Bertozzi-Villa A, Padankatti S, Sridhar A. Outcomes assessment pitfalls: challenges to quantifying knowledge gain in a sex education game. Gates Open Res 2021; 4:73. [PMID: 33824946 PMCID: PMC7993112 DOI: 10.12688/gatesopenres.13129.3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/03/2021] [Indexed: 11/20/2022] Open
Abstract
Background: The use of videogames as a public health tool is rapidly expanding. Accurate assessment of the efficacy of such games is complicated by many factors. We describe challenges associated with measuring the impact of playing a videogame with information about human sexual anatomy and reproduction and discuss motivations for, and solutions to, these challenges. Methods: The My Future Family Game (MFF) is a validated tool for collecting data about family planning intentions which includes information about human anatomy and sexual reproduction. We sought to assess the efficacy of the game as a tool for teaching sexual education using a pre-post model which was deployed in three schools in and around Chennai, India in summer of 2018. Results: The MFF game was successfully modified to collect data about players' pre-gameplay knowledge of sexual anatomy and processes. The post gameplay assessment process we used did not effectively assess knowledge gain. Designing assessments for games dealing with sexuality presents challenges including: effectively communicating about biological parts and processes, designing usable and intuitive interfaces with minimal text, ensuring that all parts of the process are fun, and integrating assessments into the game in a way that makes them invisible. Conclusion: Games can be an effective means of gathering data about knowledge of sex and reproduction that it is difficult to obtain through other means. Assessing knowledge about human sexual reproduction is complicated by cultural norms and taboos, and technical hurdles which can be addressed through careful design. This study adds to the sparse literature in the field by providing information about pitfalls to avoid and best practices in this evolving area.
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Affiliation(s)
- Elena Bertozzi
- Game Design & Development, Quinnipiac University, Hamden, Connecticut, 06518, USA
| | | | - Swathi Padankatti
- Department of Pediatrics and Neonatology, Sundaram Medical Foundation, Chennai, India
| | - Aparna Sridhar
- Department of Obstetrics and Gynecology, David Geffen School of Medicine, Los Angeles, CA, 90095, USA
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26
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Bertozzi E, Bertozzi-Villa A, Padankatti S, Sridhar A. Outcomes assessment pitfalls: challenges to quantifying knowledge gain in a sex education game. Gates Open Res 2020; 4:73. [PMID: 33824946 PMCID: PMC7993112 DOI: 10.12688/gatesopenres.13129.2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 11/04/2020] [Indexed: 04/01/2024] Open
Abstract
Background: The use of videogames as a public health tool is rapidly expanding. Accurate assessment of the efficacy of such games is complicated by many factors. We describe challenges associated with measuring the impact of playing a videogame with information about human sexual anatomy and reproduction and discuss motivations for, and solutions to, these challenges. Methods: The My Future Family Game (MFF) is a validated tool for collecting data about family planning intentions which includes information about human anatomy and sexual reproduction. We sought to assess the efficacy of the game as a tool for teaching sexual education using a pre-post model which was deployed in three schools in and around Chennai, India in summer of 2018. Results: The MFF game was successfully modified to collect data about players' pre-gameplay knowledge of sexual anatomy and processes. The post gameplay assessment process we used did not effectively assess knowledge gain. Designing assessments for games dealing with sexuality presents challenges including: effectively communicating about biological parts and processes, designing usable and intuitive interfaces with minimal text, ensuring that all parts of the process are fun, and integrating assessments into the game in a way that makes them invisible. Conclusion: Games can be an effective means of gathering data about knowledge of sex and reproduction that it is difficult to obtain through other means. Assessing knowledge about human sexual reproduction is complicated by cultural norms and taboos, and technical hurdles which can be addressed through careful design. This study adds to the sparse literature in the field by providing information about pitfalls to avoid and best practices in this evolving area.
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Affiliation(s)
- Elena Bertozzi
- Game Design & Development, Quinnipiac University, Hamden, Connecticut, 06518, USA
| | | | - Swathi Padankatti
- Department of Pediatrics and Neonatology, Sundaram Medical Foundation, Chennai, India
| | - Aparna Sridhar
- Department of Obstetrics and Gynecology, David Geffen School of Medicine, Los Angeles, CA, 90095, USA
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27
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Froome HM, Townson C, Rhodes S, Franco-Arellano B, LeSage A, Savaglio R, Brown JM, Hughes J, Kapralos B, Arcand J. The Effectiveness of the Foodbot Factory Mobile Serious Game on Increasing Nutrition Knowledge in Children. Nutrients 2020; 12:E3413. [PMID: 33172094 PMCID: PMC7694779 DOI: 10.3390/nu12113413] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2020] [Revised: 10/29/2020] [Accepted: 10/30/2020] [Indexed: 12/26/2022] Open
Abstract
The interactive and engaging nature of serious games (i.e., video games designed for educational purposes) enables deeper learning and facilitates behavior change; however, most do not specifically support the dissemination of national dietary guidelines, and there are limited data on their impact on child nutrition knowledge. The Foodbot Factory serious game mobile application was developed to support school children in learning about Canada's Food Guide; however, its impacts on nutrition knowledge have not been evaluated. The objective of this study was to determine if Foodbot Factory effectively improves children's knowledge of Canada's Food Guide, compared to a control group (control app). This study was a single-blinded, parallel, randomized controlled pilot study conducted among children ages 8-10 years attending Ontario Tech University day camps. Compared to the control group (n = 34), children who used Foodbot Factory (n = 39) had significant increases in overall nutrition knowledge (10.3 ± 2.9 to 13.5 ± 3.8 versus 10.2 ± 3.1 to 10.4 ± 3.2, p < 0.001), and in Vegetables and Fruits (p < 0.001), Protein Foods (p < 0.001), and Whole Grain Foods (p = 0.040) sub-scores. No significant difference in knowledge was observed in the Drinks sub-score. Foodbot Factory has the potential to be an effective educational tool to support children in learning about nutrition.
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Affiliation(s)
- Hannah M. Froome
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (H.M.F.); (C.T.); (B.F.-A.); (J.M.B.)
| | - Carly Townson
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (H.M.F.); (C.T.); (B.F.-A.); (J.M.B.)
| | - Sheila Rhodes
- Faculty of Education, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (S.R.); (A.L.); (J.H.)
| | - Beatriz Franco-Arellano
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (H.M.F.); (C.T.); (B.F.-A.); (J.M.B.)
| | - Ann LeSage
- Faculty of Education, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (S.R.); (A.L.); (J.H.)
| | - Rob Savaglio
- Faculty of Business and Information Technology, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (R.S.); (B.K.)
| | - Jacqueline Marie Brown
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (H.M.F.); (C.T.); (B.F.-A.); (J.M.B.)
| | - Janette Hughes
- Faculty of Education, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (S.R.); (A.L.); (J.H.)
| | - Bill Kapralos
- Faculty of Business and Information Technology, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (R.S.); (B.K.)
| | - JoAnne Arcand
- Faculty of Health Sciences, Ontario Tech University, 2000 Simcoe Street North, Oshawa, ON L1G 0C5, Canada; (H.M.F.); (C.T.); (B.F.-A.); (J.M.B.)
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Yoshida-Montezuma Y, Ahmed M, Ezezika O. Does gamification improve fruit and vegetable intake in adolescents? a systematic review. Nutr Health 2020; 26:347-366. [PMID: 32703067 DOI: 10.1177/0260106020936143] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/06/2023]
Abstract
BACKGROUND Nutrition and diet-related non-communicable diseases are a major cause of death worldwide. Food preferences and eating behaviours are likely to be established during adolescence, making it an important period to promote healthy behaviours. AIM To review the effectiveness of gamification to improve fruit and vegetable intake in adolescents. METHODS A systematic search was conducted using eight databases and grey literature sources for articles published to date on the effectiveness of gamification on fruit and vegetable intake in adolescents. Search criteria included articles that were complete and peer reviewed, conducted empirical research, described gamified elements used, focused on individuals between 10 and 24 years, and were available in English. RESULTS Out of 402 studies identified by the search, 7 were included in the review. Overall, short-term gamified interventions showed promise in improving fruit and vegetable intake in those aged 10 to 24 years old. Gamification was primarily facilitated through extrinsic motivation (i.e. points, badges, vouchers, leaderboard, narration, avatars, challenges) rather than intrinsic motivation (i.e. team-based competition). Studies were moderate in quality and key methodological issues related to non-randomized study design, lack of comparison group, inadequate control for confounding, and small sample size. CONCLUSIONS Gamification can be an effective tool in changing nutrition-related behaviour in adolescents over the short term. Future research should consider gamified interventions that are of longer duration, incorporate additional intrinsic gamified elements, tailor game elements for population subgroups, and address methodological issues.
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Affiliation(s)
| | - Mustafa Ahmed
- Faculty of Health Sciences, 468151University of Ontario Institute of Technology, Canada
| | - Obidimma Ezezika
- Dalla Lana School of Public Health, 274071University of Toronto, Canada.,Faculty of Health Sciences, 468151University of Ontario Institute of Technology, Canada.,Department of Health and Society, 33530University of Toronto Scarborough, Canada
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Holzmann SL, Schäfer H, Plecher DA, Stecher L, Klinker GJ, Groh G, Hauner H, Holzapfel C. Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University. JMIR Serious Games 2020; 8:e16216. [PMID: 32490847 PMCID: PMC7301263 DOI: 10.2196/16216] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/11/2019] [Revised: 11/26/2019] [Accepted: 04/23/2020] [Indexed: 01/27/2023] Open
Abstract
Background Data on nutritional information and digital gameplay are limited among young adults in Germany. Objective This survey aimed to gather data on nutritional information sources and digital games for nutritional education (preferences, motives, and behaviors) among young adults at both Munich universities in Germany. Methods An online survey was developed by an multidisciplinary research group using EvaSys, an in-house survey software. The questionnaire (47 items) covered questions about baseline characteristics (eg, housing situation and weight), nutrition (eg, nutritional information sources), and digital (nutritional) gameplay (eg, preferences, motives, and behaviors). A feedback field was also provided. This publication is based on a selection of 20 questions (7 baseline characteristics, 2 nutrition, 11 gameplay). Young adults, primarily Munich university students aged from 18 to 24 years, were invited to participate by digital and nondigital communication channels between 2016 and 2017. Statistical analyses were performed using Excel 2013 (Microsoft Corp) and R version 3.1.3 (R Foundation for Statistical Computing). Results In total, 468 young adults (342/468, 73.1% women; 379/468, 81.0% university students) participated. Most of the participants (269/468, 57.5%) were aged 18 to 24 years with a BMI in the normal weight range (346/447, 77.4%). Mean body weight was 65.5 [SD 14.0] kg. Most participants reported getting nutritional information from the internet (372/467, 79.7%) and printed media (298/467, 63.8%), less than 1.0% (2/467, 0.4%) named digital games. Apps (100/461, 21.7%) and university/workplace (146/461, 31.7%) were the most desired sources for additional information about nutrition, while 10.0% (46/461, 10.0%) of participants stated wanting digital games. Almost two-thirds (293/468, 62.6%) of participants played digital games, while one-fifth (97/456, 21.3%) played digital games daily using smartphones or tablets. Finally, most respondents (343/468, 73.3%), mainly women, expressed interest in obtaining nutritional information during digital gameplay. However, significant gender differences were shown for nutritional acquisition behaviors and digital gameplay preferences, motives, and behaviors. Conclusions Our survey population reported playing digital games (especially men) and wanting nutritional information during digital gameplay (especially women). Furthermore, university or workplace are named as preferred settings for nutritional information. Therefore, a digital game app might have the potential to be a tool for nutritional education among young adults within the university or workplace environment.
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Affiliation(s)
- Sophie Laura Holzmann
- Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Technical University of Munich, Munich, Germany
| | - Hanna Schäfer
- Research Group Social Computing, Department of Informatics, Technical University of Munich, Garching, Germany
| | - David Alexander Plecher
- Chair for Computer Aided Medical Procedures & Augmented Reality, Department of Informatics, Technical University of Munich, Garching, Germany
| | - Lynne Stecher
- Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Technical University of Munich, Munich, Germany
| | - Gudrun Johanna Klinker
- Chair for Computer Aided Medical Procedures & Augmented Reality, Department of Informatics, Technical University of Munich, Garching, Germany
| | - Georg Groh
- Research Group Social Computing, Department of Informatics, Technical University of Munich, Garching, Germany
| | - Hans Hauner
- Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Technical University of Munich, Munich, Germany
| | - Christina Holzapfel
- Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Technical University of Munich, Munich, Germany
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30
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Baranowski T, Lyons EJ. Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change. Games Health J 2020; 9:71-84. [PMID: 31386564 PMCID: PMC7194320 DOI: 10.1089/g4h.2019.0034] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023] Open
Abstract
Pokémon Go™ (PG) is a mobile videogame that requires real-world walking to "catch" augmented reality (AR) virtual creatures. Media attention speculated that extensive physical activity (PA) could result from PG play, which could have public health benefit. Little is known about contextual factors related to PG play and how they may impact play initiation or duration. A systematic search of articles reporting the words PG was conducted with PubMed and Google Scholar. To understand the many possible influences on and outcomes of PG play, a scoping review was conducted by employing a conceptual model to organize the literature. Although large numbers of people started playing PG, these were a relatively small proportion of the relevant populations, but PG may have activated some of those most in need of PA. Diverse factors predicted who initiated PG play, but they tended to emphasize anticipated fun, escapism, nostalgia, social ties, and desire for PA. Environmental factors (e.g., unavailable GPS signals, trespassing laws) limited PG play for some. Diverse factors predicted duration of gameplay, but fun appeared to be prominent. The level of increases in PA from PG among youth and young adults appeared to be small or undetected, and of a relatively short duration (<2 months). Among older adults, however, there were modest increases in PA for up to 7 months post-release. This intensity and duration of increased PA appears to be inadequate to stem the epidemic of obesity but may have mental and social health benefits. Although many adverse outcomes from playing PG were reported, these appear to be low incidence, which should primarily influence PG players to knowingly exercise caution. Many research issues were identified to specify who might play AR games and effective strategies to enhance game design to increase PA.
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Affiliation(s)
- Tom Baranowski
- Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Elizabeth J. Lyons
- The University of Texas Medical Branch, Institute for Translational Sciences, Galveston, Texas
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Mitsis K, Zarkogianni K, Bountouni N, Athanasiou M, Nikita KS. An Ontology-Based Serious Game Design for the Development of Nutrition and Food Literacy Skills. ANNUAL INTERNATIONAL CONFERENCE OF THE IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY. IEEE ENGINEERING IN MEDICINE AND BIOLOGY SOCIETY. ANNUAL INTERNATIONAL CONFERENCE 2020; 2019:1405-1408. [PMID: 31946155 DOI: 10.1109/embc.2019.8856604] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
Unhealthy dietary habits constitute a major risk factor for the onset of chronic diseases, such as cardiovascular diseases, cancer, diabetes and other conditions linked to obesity. Effective dietary changes are of paramount importance and can be promoted through empowering individuals with Nutrition Literacy (NL) and Food Literacy (FL) skills. This paper presents a novel serious game aiming at building NL and FL skills in adolescents and young adults. It is based on an innovative conceptual framework, incorporating a recipe ontology and a theory driven game design approach maximizing user attractiveness and promoting sustainable effective dietary changes. The ontological modeling of recipes offers game experience personalization while providing a realistic and diverse simulation environment. Modern game design techniques from three game genres (cooking, roguelike, puzzle) are employed along with a compelling plot for engagement purposes.
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Schwarz AF, Huertas-Delgado FJ, Cardon G, DeSmet A. Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies. Games Health J 2020; 9:150-163. [PMID: 31923363 DOI: 10.1089/g4h.2019.0058] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/31/2022] Open
Abstract
User engagement in digital (serious) games may be important to increase their effectiveness. Insights into how to create engaging games for healthy lifestyle promotion are needed, as despite their potential, not all digital (serious) games are highly engaging. This study systematically reviewed game features that were associated with higher user engagement among youth. A systematic search was conducted in PubMed, Web of Science, CINAHL, and PsycARTICLES databases. Qualitative and quantitative studies were included, if they documented game features associated with youth engagement. Coding of game features was performed using the mechanics-dynamics-aesthetics (MDA) framework. A total of 60 studies met the inclusion criteria and were included in the registered systematic review (No. CRD42018099487). Results showed that various game features were associated with user engagement in digital (serious) games: an attractive storyline, adaptable to gender and age, including diverse (antagonist) characters the user may identify with, high-end realistic graphics, well-defined instructions, which can be skipped, in combination with clear feedback and a balance of educational and fun content. This review underpinned the relevance of investigating engaging game features specifically for youth, as deviations were found with characteristics that are engaging for other populations.
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Affiliation(s)
- Ayla F Schwarz
- Department of Movement and Sport Sciences, Ghent University, Ghent, Belgium
| | - Francisco J Huertas-Delgado
- Department of Didactic of Musical, Plastical and Body Expression, La Inmaculada Teacher Training Centre, University of Granada, Granada, Spain
| | - Greet Cardon
- Department of Movement and Sport Sciences, Ghent University, Ghent, Belgium
| | - Ann DeSmet
- Department of Movement and Sport Sciences, Ghent University, Ghent, Belgium.,Research Foundation Flanders, Brussels, Belgium
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Baranowski T, Thompson D. Descriptive Normative Nutrition Messages to Maximize Effect in a Videogame: Narrative Review. Games Health J 2020; 9:237-254. [PMID: 31905035 DOI: 10.1089/g4h.2019.0106] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Messages containing descriptive norms have been manipulated and tested for effects on dietary intake in a number of studies. The effects have been mostly small or nonexistent. This narrative review analyzed the structural elements of the nutrition messages most likely related to effectiveness. Elements examined included the following: source, similarity of source to the participant, reference group, identification with or evaluative significance of the reference group, delivery, salience, background, tailoring, gain-loss framing, and whether an assessment of the group norm was conducted before designing the descriptive norm message. Most studies incorporated few of the reviewed structural elements, and message manipulations appeared weak. Controlled, systematic studies are needed to examine the effect of the structural elements, singly and in combination, on behavior and its mediators. Videogames are designed to be delivered in the same way to players; therefore, they offer a controlled environment for extensively and systematically manipulating structural elements of messages and examining the resulting behavioral effects. How this might be accomplished was described. Experimental research was identified as being necessary to delineate the individual and combined element effects, thereby contributing to the body of literature on videogame design and effectiveness.
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Affiliation(s)
- Tom Baranowski
- Department of Pediatrics, Baylor College of Medicine, USDA/ARS Children's Nutrition Research Center, Houston, Texas
| | - Debbe Thompson
- Department of Pediatrics, Baylor College of Medicine, USDA/ARS Children's Nutrition Research Center, Houston, Texas
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Baranowski T, Lyons EJ, Thompson D. Experimental Design to Systematically Develop a Knowledge Base for Effective Games for Health. Games Health J 2019; 8:307-312. [DOI: 10.1089/g4h.2019.0057] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/06/2023] Open
Affiliation(s)
- Tom Baranowski
- Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Elizabeth J. Lyons
- Department of Nutrition and Metabolism, The University of Texas Medical Branch, Galveston, Texas
| | - Debbe Thompson
- Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
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Holzmann SL, Schäfer H, Groh G, Plecher DA, Klinker G, Schauberger G, Hauner H, Holzapfel C. Short-Term Effects of the Serious Game "Fit, Food, Fun" on Nutritional Knowledge: A Pilot Study among Children and Adolescents. Nutrients 2019; 11:nu11092031. [PMID: 31480257 PMCID: PMC6770093 DOI: 10.3390/nu11092031] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/30/2019] [Revised: 08/21/2019] [Accepted: 08/27/2019] [Indexed: 01/25/2023] Open
Abstract
“Serious games” are a novel and entertaining approach for nutritional education. The aim of this pilot study was to evaluate the short-term effectiveness of “Fit, Food, Fun” (FFF), a serious game to impart nutritional knowledge among children and adolescents. Data collection was conducted at two secondary schools in Bavaria, Germany. The gameplay intervention (gameplay group; GG) consisted of a 15-minute FFF gameplay session during each of three consecutive days. The teaching intervention (teaching group; TG) was performed in a classic lecture format. Nutritional knowledge was evaluated via questionnaires at baseline and post-intervention. Statistical analyses were performed using R (R Core Team, 2018). In total, baseline data were available for 39 participants in the GG and 44 participants in the TG. The mean age was 13.5 ± 0.7 years in the GG and 12.8 ± 0.9 years in the TG. There was a significant (p-value < 0.001) improvement in nutritional knowledge in both intervention groups. Moreover, a between-group difference with a significantly (p-value = 0.01) higher increase in nutritional knowledge was detected for the TG. This pilot study provides evidence for the short-term effectiveness of both educational interventions on the improvement in nutritional knowledge. Finally, the FFF game might be an adequate educational tool for the transfer of nutritional knowledge among children and adolescents.
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Affiliation(s)
- Sophie Laura Holzmann
- Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Klinikum rechts der Isar, Technical University of Munich, 80992 Munich, Germany
| | - Hanna Schäfer
- Research Group Social Computing, Department of Informatics, Technical University of Munich, 85748 Garching, Germany
| | - Georg Groh
- Research Group Social Computing, Department of Informatics, Technical University of Munich, 85748 Garching, Germany
| | - David Alexander Plecher
- Chair for Computer Aided Medical Procedures & Augmented Reality, Department of Informatics, Technical University of Munich, 85748 Garching, Germany
| | - Gudrun Klinker
- Chair for Computer Aided Medical Procedures & Augmented Reality, Department of Informatics, Technical University of Munich, 85748 Garching, Germany
| | - Gunther Schauberger
- Chair of Epidemiology, Department of Sport and Health Sciences, Technical University of Munich, 80992 Munich, Germany
| | - Hans Hauner
- Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Klinikum rechts der Isar, Technical University of Munich, 80992 Munich, Germany
| | - Christina Holzapfel
- Institute for Nutritional Medicine, Else Kröner-Fresenius-Center for Nutritional Medicine, School of Medicine, Klinikum rechts der Isar, Technical University of Munich, 80992 Munich, Germany.
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Baranowski T, Baranowski J, Chen TA, Buday R, Beltran A, Dadabhoy H, Ryan C, Lu AS. Videogames That Encourage Healthy Behavior Did Not Alter Fasting Insulin or Other Diabetes Risks in Children: Randomized Clinical Trial. Games Health J 2019; 8:257-264. [PMID: 30964335 DOI: 10.1089/g4h.2018.0097] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/14/2022] Open
Abstract
Background: Previous research indicates games for health have substantial promise in promoting change in children's diet and physical activity (PA) behavior for obesity and diabetes prevention, but the research has generally not been rigorous. The study reported here was an efficacy trial of two role-playing videogames played in sequence, "Escape from Diab" (hereinafter called Diab) and "Nanoswarm: Invasion from Inner Space" (hereinafter called Nano), on diabetes and obesity risk factors: fasting insulin and body mass index (BMI), and risk-related behaviors: diet, PA, and sedentary behavior (SB). Design: A two-group (treatment vs. wait list control) randomized clinical trial was used with baseline, immediate postintervention (∼3 months postbaseline), and 2 months postassessments. Intervention: Diab and Nano were desktop or laptop role-playing videogames with nine sessions (each episode/session lasting ∼60 minutes). Two storylines attempted to immerse players and used ethnically diverse characters to model desired behaviors. Tailored goal setting, problem solving, and motivational statements were used. Methods: A sample of 200 overweight or obese children (ages 10-12 years from 85th to 99th BMI percentile [%ile]) was recruited, primarily using a volunteer list. Fasting insulin was the primary dependent variable. BMI, fruit, vegetable and sweetened beverage intakes, PA, and SBs were secondary outcomes. Generalized linear mixed models were used to test for the treatment effects. Results: No significant differences were detected in any of the tested outcome variables. Conclusions: The lack of differences may indicate that games cannot change dietary behaviors and thereby not change-related clinical outcomes. Alternatively, there seem to have been changes in (1) the types of videogames children expect and like to play since a pilot study was conducted, (2) productization challenges, and/or (3) problems in staff management of the trial. All may have contributed to the lack of effect.
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Affiliation(s)
- Tom Baranowski
- 1Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Janice Baranowski
- 1Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Tzu-An Chen
- 2HEALTH Research Institute, University of Houston, Houston, Texas
| | | | - Alicia Beltran
- 1Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Hafza Dadabhoy
- 1Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Courtney Ryan
- 1Department of Pediatrics, USDA/ARS Children's Nutrition Research Center, Baylor College of Medicine, Houston, Texas
| | - Amy S Lu
- 4Health Technology Lab, Department of Communication Studies, College of Arts, Media & Design, Northeastern University, Boston, Massachusetts.,5Department of Health Sciences, Bouvé College of Health Sciences, Northeastern University, Boston, Massachusetts
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