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提高营养知识水平:测试印刷品、网站及游戏模式的效果。

Increasing nutrition literacy: testing the effectiveness of print, web site, and game modalities.

作者信息

Silk Kami J, Sherry John, Winn Brian, Keesecker Nicole, Horodynski Mildred A, Sayir Aylin

机构信息

Department of Communication, Michigan State University, East Lansing, MI 48824, USA.

出版信息

J Nutr Educ Behav. 2008 Jan-Feb;40(1):3-10. doi: 10.1016/j.jneb.2007.08.012.

Abstract

OBJECTIVE

To examine the effectiveness of three modalities for delivery of nutrition education.

DESIGN

Between-subjects, repeated-measures design.

SETTING

Data were collected at community agencies or during home visits.

PARTICIPANTS

Low-income, European American and African American mothers (N = 155).

INTERVENTION

Participants were exposed to nutrition education material in 1 of 3 modalities (a computer game, The Fantastic Food Challenge; Web site; or pamphlet). Likeability, nutrition knowledge, intention to use, and demographic measures followed the intervention at T1 and T2.

MAIN OUTCOME MEASURES

5-point Likert-type scales measured likeability (5 items), and 33 multiple-choice questions measured knowledge.

ANALYSIS

Data were analyzed using analysis of variance (ANOVA) and analysis of covariance (ANCOVA) procedures using SPSS version 15.0 (SPSS Inc., Chicago, IL) software, P < .05.

RESULTS

Overall, the Web site was liked more than the other conditions with this audience of women. Significant differences in attention, understanding, and intent to use the information existed across modalities. The Web site performed better than other modalities on knowledge outcomes, with no differences in knowledge retention from T1 to T2.

CONCLUSIONS AND IMPLICATIONS

The Web site modality performed best with this audience of women, indicating that interactive computer games may not confer greater benefits than traditional modes of information delivery for all audiences, particularly those with low computer skills.

摘要

目的

探讨三种营养教育方式的效果。

设计

组间重复测量设计。

地点

在社区机构或家访期间收集数据。

参与者

低收入的欧美裔和非裔美国母亲(N = 155)。

干预措施

参与者通过三种方式之一接触营养教育材料(一款电脑游戏《奇妙食物挑战》、网站或宣传册)。在T1和T2阶段,干预后测量了喜爱度、营养知识、使用意愿和人口统计学指标。

主要观察指标

用5点李克特量表测量喜爱度(5项),用33道多项选择题测量知识。

分析

使用SPSS 15.0版软件(SPSS公司,伊利诺伊州芝加哥)的方差分析(ANOVA)和协方差分析(ANCOVA)程序对数据进行分析,P < 0.05。

结果

总体而言,在这群女性受众中,网站比其他方式更受欢迎。不同方式在注意力、理解和使用信息的意愿方面存在显著差异。网站在知识成果方面比其他方式表现更好,从T1到T2知识保留率没有差异。

结论与启示

网站方式在这群女性受众中表现最佳,表明互动电脑游戏可能并非对所有受众,尤其是计算机技能较低的受众,都比传统信息传递方式带来更大益处。

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