Research Centre for Behaviour Change, Department of Psychology, Faculty of Science and Technology, Bournemouth University, UK.
Research Centre for Behaviour Change, Department of Psychology, Faculty of Science and Technology, Bournemouth University, UK.
Appetite. 2019 Sep 1;140:76-81. doi: 10.1016/j.appet.2019.05.003. Epub 2019 May 3.
Modelling has previously been demonstrated to encourage healthy eating, but the importance of modelling the behaviour versus modelling the positive consequences of the behaviour is unknown. This work investigated the impact of modelling carrot intake (the behaviour) and modelling carrot enjoyment (the positive consequences) on subsequent liking and consumption of carrots and sweetcorn.
155 children aged 7-10 years were randomized to hear a story where fictional characters consumed a picnic with either: no mention of carrot sticks (control) (N = 45); mention of carrot sticks that all characters ate (modelling intake) (N = 60); or mention of carrot sticks that the characters like (modelling enjoyment) (N = 50). Carrot and sweetcorn liking and intake were measured before and after the story during a 5 min task.
Carrot liking and intake after a story were higher following the story modelling carrot enjoyment compared to the stories not modelling enjoyment (smallest β = 0.16, p = 0.05), and in those with higher pre-story carrot liking and intake (smallest β = 0.25, p < 0.01). Sweetcorn liking and intake after a story were associated with pre-story sweetcorn liking and intake (smallest β = 0.28, p < 0.01), and sweetcorn intake was lower following the story modelling carrot enjoyment compared to the stories not modelling enjoyment (β = -0.17, p = 0.04).
These findings demonstrate a role for modelling enjoyment to encourage vegetable liking and intake, although effects sizes were small. These findings also suggest a benefit from modelling the positive consequences of a behaviour for encouraging healthy food intake in children, while limited effects were found for modelling the behaviour itself.
先前的研究已经证实,建模可以促进健康饮食,但建模行为与建模行为的积极后果对健康饮食的影响程度尚不清楚。本研究旨在调查建模胡萝卜摄入量(行为)和建模胡萝卜享受度(积极后果)对随后胡萝卜和玉米棒的喜爱度和摄入量的影响。
将 155 名 7-10 岁的儿童随机分为三组,分别听一个故事,故事中虚构的角色在野餐时吃了:未提及胡萝卜条(对照)(n=45);提及所有角色都吃了胡萝卜条(建模摄入量)(n=60);或提及角色喜欢吃胡萝卜条(建模享受度)(n=50)。故事结束后,在 5 分钟的任务中测量胡萝卜和玉米棒的喜爱度和摄入量。
与未建模享受度的故事相比,故事建模胡萝卜享受度后,胡萝卜的喜爱度和摄入量更高(最小β=0.16,p=0.05),并且在那些具有更高的预故事胡萝卜喜爱度和摄入量的儿童中(最小β=0.25,p<0.01)。故事后玉米棒的喜爱度和摄入量与预故事玉米棒的喜爱度和摄入量有关(最小β=0.28,p<0.01),并且故事建模胡萝卜享受度后玉米棒的摄入量低于未建模享受度的故事(β=-0.17,p=0.04)。
这些发现表明,建模享受度在鼓励儿童喜欢和摄入蔬菜方面发挥了作用,尽管效果较小。这些发现还表明,建模行为的积极后果对鼓励儿童健康饮食有益,而建模行为本身的影响有限。