Cullen Karen W, Liu Yan, Thompson Debbe I
US Department of Agriculture/Agricultural Research Center, Children's Nutrition Research Center, Baylor College of Medicine, Houston, TX.
US Department of Agriculture/Agricultural Research Center, Children's Nutrition Research Center, Baylor College of Medicine, Houston, TX.
J Nutr Educ Behav. 2016 May;48(5):326-330.e1. doi: 10.1016/j.jneb.2016.02.004.
Squire's Quest! II: Saving the Kingdom of Fivealot, an online video game, promotes fruit and vegetable (FV) consumption. An evaluation study varied the type of implementation intentions used during the goal-setting process (none, action, coping, or both action and coping plans). Participants who created action plans reported higher FV consumption 6 months after baseline. This study assessed changes by specific meal in that study.
A total of 400 fourth- and fifth-grade children completed 3 24-hour recalls at baseline and 6 months later. These were averaged to obtain FV intake. Analyses used repeated-measures ANCOVA.
There was a significant group by time effect for vegetables at 6 months (P = .01); Action (P = .01) and coping (P = .04) group participants reported higher vegetable intake at dinner. There were significant increases in fruit intake at breakfast (P = .009), lunch (P = .01), and snack (P < .001).
Setting meal-specific goals and action or coping plans may enable children to overcome barriers and consume FV.
在线视频游戏《乡绅的探索!II:拯救五多王国》可促进水果和蔬菜(FV)的消费。一项评估研究在目标设定过程中改变了所使用的实施意图类型(无、行动、应对或行动与应对计划两者)。制定了行动计划的参与者在基线后6个月报告的FV消费量更高。本研究评估了该研究中特定餐食的变化情况。
共有400名四年级和五年级儿童在基线时及6个月后完成了3次24小时饮食回顾。将这些数据平均以获得FV摄入量。分析采用重复测量协方差分析。
6个月时蔬菜的组间时间效应显著(P = .01);行动组(P = .01)和应对组(P = .04)的参与者晚餐时的蔬菜摄入量更高。早餐(P = .009)、午餐(P = .01)和零食(P < .001)时的水果摄入量有显著增加。
设定特定餐食的目标以及行动或应对计划可能使儿童克服障碍并食用FV。