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游戏干预对高中生饮食消费、营养知识和健康饮食习惯采用自我效能的影响:一项整群随机对照试验。

Effects of the game intervention on food consumption, nutritional knowledge and self-efficacy in the adoption of healthy eating practices of high school students: a cluster randomised controlled trial.

机构信息

Federal University of Lavras, Department of Nutrition, Minas Gerais37200-000, Brazil.

University of Brasilia, School of Health Sciences, Graduate Program in Human Nutrition, Federal District, Brazil.

出版信息

Public Health Nutr. 2020 Sep;23(13):2424-2433. doi: 10.1017/S1368980020000531. Epub 2020 Jun 1.

DOI:10.1017/S1368980020000531
PMID:32476640
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11374568/
Abstract

OBJECTIVE

The study aimed to assess the impact of a game-based nutritional intervention on food consumption, nutritional knowledge and self-efficacy in the adoption of healthy eating practices.

DESIGN

This cluster randomised controlled trial included both male and female high school students from private schools in the Federal District, Brazil. Four schools were randomly selected for each group. Investigated variables were age, sex, monthly family income, maternal education level, dietary perceptions and practices, nutritional knowledge and self-efficacy in the adoption of healthy eating practices.

SETTING

Intervention group participants were instructed to play Rango Cards, a digital game developed for the study, on their own, for a period of 7-17 d, while the control group was not provided with any game or material during the study.

PARTICIPANTS

The study included 319 adolescents (mean age = 15·8 (sd 0·7) years).

RESULTS

Significant reductions were observed in the intervention group compared with the control group for the following variables: habit of eating while watching TV or studying and having meals at fast food restaurants. The intervention group showed increased knowledge of the effects of fruit and vegetable consumption as well as improved self-efficacy in the adoption of healthy eating practices such as reducing Na intake and preparing healthy meals.

CONCLUSIONS

The design of Rango Cards is potentially capable of effecting positive changes. Therefore, the digital game promotes autonomy and self-care among adolescents with regard to healthy eating.

摘要

目的

本研究旨在评估基于游戏的营养干预对食物消费、营养知识和健康饮食实践自我效能的影响。

设计

这是一项整群随机对照试验,纳入了巴西联邦区私立学校的男女高中生。每组随机选择 4 所学校。调查变量包括年龄、性别、月家庭收入、母亲教育水平、饮食观念和实践、营养知识以及健康饮食实践自我效能。

地点

干预组参与者被要求自行玩 Rango Cards,这是一款为研究开发的数字游戏,为期 7-17 天,而对照组在研究期间未提供任何游戏或材料。

参与者

共有 319 名青少年(平均年龄=15.8(0.7)岁)参与了研究。

结果

与对照组相比,干预组在以下变量方面有显著改善:边看电视或学习边吃饭以及在快餐店就餐的习惯。干预组对水果和蔬菜摄入的影响有了更多的了解,并且在减少钠摄入和准备健康餐等健康饮食实践方面的自我效能感也有所提高。

结论

Rango Cards 的设计有可能产生积极的变化。因此,这款数字游戏促进了青少年在健康饮食方面的自主性和自我保健。

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