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用于营养教育的数字游戏:关于儿童和青少年偏好、动机及需求的调查

Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents.

作者信息

Holzmann Sophie Laura, Dischl Felicitas, Schäfer Hanna, Groh Georg, Hauner Hans, Holzapfel Christina

机构信息

Institute for Nutritional Medicine, Else Kroener-Fresenius-Center for Nutritional Medicine, University Hospital "Klinikum rechts der Isar", Technical University of Munich, Munich, Germany.

Research Group Social Computing, Department of Informatics, Technical University of Munich, Garching, Germany.

出版信息

JMIR Form Res. 2019 Feb 13;3(1):e10284. doi: 10.2196/10284.

Abstract

BACKGROUND

Use of novel information and communication technologies are frequently discussed as promising tools to prevent and treat overweight and obesity in children and adolescents.

OBJECTIVE

This survey aims to describe the preferences, motives, and needs of children and adolescents regarding nutrition and digital games.

METHODS

We conducted a survey in 6 secondary schools in the southern region of Germany using a 43-item questionnaire. Questions referred to preferences, motives, and needs of children and adolescents regarding nutrition and digital games. In addition, knowledge regarding nutrition was assessed with 4 questions. We collected self-reported sociodemographic and anthropometric data. Descriptive statistical analyses were performed using SPSS.

RESULTS

In total, 293 children and adolescents participated in the study, with ages 12-18 years (137 girls, 46.8%), weight 30.0-120.0 (mean 60.2 [SD 13.2]) kg, and height 1.4-2.0 (mean 1.7 [SD 0.1]) m. A total of 5.5% (16/290) correctly answered the 4 questions regarding nutrition knowledge. Study participants acquired digital nutritional information primarily from the internet (166/291, 57.0%) and television (97/291, 33.3%), while school education (161/291, 55.3%) and parents or other adults (209/291, 71.8%) were the most relevant nondigital information sources. Most participants (242/283, 85.5%) reported that they regularly play digital games. More than half (144/236, 61.0%) stated that they play digital games on a daily basis on their smartphones or tablets, and almost 70% (151/282, 66.5%) reported playing digital games for ≤30 minutes without any interruption. One-half of respondents (144/280, 51.4%) also stated that they were interested in receiving information about nutrition while playing digital games.

CONCLUSIONS

This survey suggests that nutrition knowledge in children and adolescents might be deficient. Most children and adolescents play digital games and express interest in acquiring nutritional information during digital gameplay. A digital game with a focus on sound nutrition could be a potential educational tool for imparting nutrition knowledge and promoting healthier nutrition behaviors in children and adolescents.

摘要

背景

新型信息通信技术的应用常被视为预防和治疗儿童及青少年超重与肥胖的有前景的工具。

目的

本调查旨在描述儿童及青少年在营养和数字游戏方面的偏好、动机及需求。

方法

我们在德国南部地区的6所中学开展了一项调查,使用一份包含43个条目的问卷。问题涉及儿童及青少年在营养和数字游戏方面的偏好、动机及需求。此外,用4个问题评估了营养知识。我们收集了自我报告的社会人口统计学和人体测量学数据。使用SPSS进行描述性统计分析。

结果

共有293名儿童及青少年参与了研究,年龄在12 - 18岁之间(137名女孩,占46.8%),体重30.0 - 120.0(平均60.2 [标准差13.2])千克,身高1.4 - 2.0(平均1.7 [标准差0.1])米。共有5.5%(16/290)的人正确回答了关于营养知识的4个问题。研究参与者获取数字营养信息主要来自互联网(166/291,占57.0%)和电视(97/291,占33.3%),而学校教育(161/291,占55.3%)和父母或其他成年人(209/291,占71.8%)是最相关的非数字信息来源。大多数参与者(242/283,占85.5%)报告称他们经常玩数字游戏。超过一半(144/236,占61.0%)的人表示他们每天在智能手机或平板电脑上玩数字游戏,近70%(151/282,占66.5%)的人报告玩数字游戏不超过30分钟且无间断。一半的受访者(144/280,占51.4%)还表示他们有兴趣在玩数字游戏时获取营养信息。

结论

本次调查表明儿童及青少年的营养知识可能不足。大多数儿童及青少年玩数字游戏,并对在数字游戏过程中获取营养信息表示感兴趣。一款注重合理营养的数字游戏可能是向儿童及青少年传授营养知识并促进更健康营养行为的潜在教育工具。

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