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乡绅的探索!一款多媒体游戏的饮食结果评估

Squire's Quest! Dietary outcome evaluation of a multimedia game.

作者信息

Baranowski Tom, Baranowski Janice, Cullen Karen W, Marsh Tara, Islam Noemi, Zakeri Issa, Honess-Morreale Lauren, deMoor Carl

机构信息

Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, Houston, Texas 77030, USA.

出版信息

Am J Prev Med. 2003 Jan;24(1):52-61. doi: 10.1016/s0749-3797(02)00570-6.

Abstract

BACKGROUND

Fruit, juice, and vegetable (FJV) consumption among children is low. Innovative programs are needed to enable children to increase FJV intake. Psychoeducational multimedia permits the delivery of interventions as designed and capitalizes on known behavior change principles.

DESIGN

Elementary school was the unit of recruitment, assignment, and analysis. Twenty-six elementary schools were pair matched on size and percentage of free or reduced-price lunch, and randomly assigned to treatment or control groups. Data were collected just before and just after the program.

SETTING/PARTICIPANTS: All fourth-grade students in participating elementary schools were invited to participate. Data were collected on 1578 students. MAIN OUTCOME Servings of fruit, 100% juice, and vegetables consumed.

INTERVENTION

Squire's Quest! is a ten-session, psychoeducational, multimedia game delivered over 5 weeks, with each session lasting about 25 minutes. Based on social cognitive theory, educational activities attempted to increase preferences for FJV through multiple exposures and associating fun with their consumption, increase asking behaviors for FJV at home and while eating out, and increase skills in FJV preparation through making virtual recipes.

MEASURES

Four days of dietary intake were assessed before and after the intervention. Assessment was made by the Food Intake Recording Software System (FIRSSt), which conducts a multiple pass, 24-hour dietary intake interview directly with the children.

RESULTS

Children participating in Squire's Quest! increased their FJV consumption by 1.0 servings more than the children not receiving the program.

CONCLUSIONS

Psychoeducational multimedia games have the potential to substantially change dietary behavior. More research is warranted.

摘要

背景

儿童的水果、果汁和蔬菜(FJV)摄入量较低。需要创新项目来促使儿童增加FJV的摄入量。心理教育多媒体能够按照设计实施干预措施,并利用已知的行为改变原则。

设计

以小学为招募、分配和分析单位。26所小学按规模和免费或减价午餐的比例进行配对,然后随机分为治疗组或对照组。在项目开始前和结束后收集数据。

地点/参与者:邀请参与项目的小学的所有四年级学生参与。收集了1578名学生的数据。主要结果:水果、100%果汁和蔬菜的食用份数。

干预措施

《乡绅的探索!》是一款为期10节的心理教育多媒体游戏,在5周内进行,每节持续约25分钟。基于社会认知理论,教育活动试图通过多次接触以及将食用FJV与乐趣联系起来,增加对FJV的偏好;增加在家中和外出就餐时对FJV的询问行为;通过制作虚拟食谱提高FJV制作技能。

测量方法

在干预前后评估4天的饮食摄入量。由食物摄入记录软件系统(FIRSSt)进行评估,该系统直接与孩子们进行多次24小时饮食摄入访谈。

结果

参与《乡绅的探索!》的儿童比未接受该项目的儿童FJV摄入量多增加了1.0份。

结论

心理教育多媒体游戏有可能显著改变饮食行为。有必要进行更多研究。

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