Effects of the Rango Cards 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
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, diet… Show more
“…All included studies were clinical trials [ 27 , 28 , 29 , 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 , 45 , 46 , 47 , 48 , 49 ]. The total sample was 11,280 children and adolescents.…”
Section: Resultsmentioning
confidence: 99%
“…Weekly intake of fruit [ 28 , 35 , 39 , 49 ] and vegetables [ 27 , 33 , 35 , 39 , 49 ] was augmented with an increase of about 0.67 servings per day up to 1 serving [ 30 , 32 ]. Intake of nutrients related to fruits and vegetables such as vitamin C, beta-carotene, potassium, and dietary fibre improved [ 31 , 46 ]. The consumption of whole and protein-rich foods was also increased [ 35 ], and the sugar intake decreased significantly [ 42 ].…”
Section: Resultsmentioning
confidence: 99%
“…In addition, knowledge about the five major macronutrients improved after intervention, although not at follow-up [ 37 ]. It also improved self-efficacy in the adoption of healthy eating practices such as the preparation of healthy meals [ 31 ].…”
Section: Resultsmentioning
confidence: 99%
“…Regarding eating habits, after the intervention, the frequency of eating while watching television or studying as well as eating in fast food restaurants was reduced [ 31 ].…”
Currently, one of the main public health problems among children and adolescents is poor adherence to healthy habits, leading to increasingly high rates of obesity and the comorbidities that accompany obesity. Early interventions are necessary, and among them, the use of gamification can be an effective method. The objective was to analyse the effect of game-based interventions (gamification) for improving nutritional habits, knowledge, and changes in body composition. A systematic review and meta-analysis were performed in CINAHL, EMBASE, LILACS, MEDLINE, SciELO, and Scopus databases, following the PRISMA recommendations. There was no restriction by year of publication or language. Only randomized controlled trials were included. Twenty-three articles were found. After the intervention, the consumption of fruit and vegetables increased, as well as the knowledge on healthy food groups. The means difference showed a higher nutritional knowledge score in the intervention group 95% CI 0.88 (0.05–1.75). No significant effect of gamification was found for body mass index z-score. Gamification could be an effective method to improve nutritional knowledge about healthier nutritional habits. Promoting the development of effective educational tools to support learning related to nutrition is necessary in order to avoid and prevent chronic diseases.
“…All included studies were clinical trials [ 27 , 28 , 29 , 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 , 45 , 46 , 47 , 48 , 49 ]. The total sample was 11,280 children and adolescents.…”
Section: Resultsmentioning
confidence: 99%
“…Weekly intake of fruit [ 28 , 35 , 39 , 49 ] and vegetables [ 27 , 33 , 35 , 39 , 49 ] was augmented with an increase of about 0.67 servings per day up to 1 serving [ 30 , 32 ]. Intake of nutrients related to fruits and vegetables such as vitamin C, beta-carotene, potassium, and dietary fibre improved [ 31 , 46 ]. The consumption of whole and protein-rich foods was also increased [ 35 ], and the sugar intake decreased significantly [ 42 ].…”
Section: Resultsmentioning
confidence: 99%
“…In addition, knowledge about the five major macronutrients improved after intervention, although not at follow-up [ 37 ]. It also improved self-efficacy in the adoption of healthy eating practices such as the preparation of healthy meals [ 31 ].…”
Section: Resultsmentioning
confidence: 99%
“…Regarding eating habits, after the intervention, the frequency of eating while watching television or studying as well as eating in fast food restaurants was reduced [ 31 ].…”
Currently, one of the main public health problems among children and adolescents is poor adherence to healthy habits, leading to increasingly high rates of obesity and the comorbidities that accompany obesity. Early interventions are necessary, and among them, the use of gamification can be an effective method. The objective was to analyse the effect of game-based interventions (gamification) for improving nutritional habits, knowledge, and changes in body composition. A systematic review and meta-analysis were performed in CINAHL, EMBASE, LILACS, MEDLINE, SciELO, and Scopus databases, following the PRISMA recommendations. There was no restriction by year of publication or language. Only randomized controlled trials were included. Twenty-three articles were found. After the intervention, the consumption of fruit and vegetables increased, as well as the knowledge on healthy food groups. The means difference showed a higher nutritional knowledge score in the intervention group 95% CI 0.88 (0.05–1.75). No significant effect of gamification was found for body mass index z-score. Gamification could be an effective method to improve nutritional knowledge about healthier nutritional habits. Promoting the development of effective educational tools to support learning related to nutrition is necessary in order to avoid and prevent chronic diseases.
“…To assess nutritional knowledge and self-efficacy in the adoption of healthy practices, an instrument developed and validated for nutritional interventions with Brazilian adolescents will be used. 32 For the nutritional knowledge module, the adolescents will evaluate each statement on a Likert scale ranging from 1 ('I don't agree at all') to 5 ('I totally agree'); for the self-efficacy module, the scale will range from 1 ('Definitely no') to 5 ('Definitely yes').…”
IntroductionAdolescent eating patterns are characterised by high consumption of unhealthy foods, which has resulted in an increasing prevalence of overweight and chronic diseases. It is crucial to promote healthy eating habits, and nutritional interventions based on the transtheoretical model have been found to be especially effective. Mobile health strategies also seem promising for adolescents. This study aims to outline a smartphone intervention via WhatsApp for adolescents to promote healthy eating consumption, better nutritional knowledge, self-efficacy in the adoption of healthy practices and progress through the stages of change.Methods and analysisThere will be three distinct groups in this randomised study: a general intervention group (GG), in which the participants will receive the same healthy eating messages, based on the Brazilian food guide; a tailored intervention group (TG), in which the participants will receive healthy eating messages based on their stage of change; and a control group (CG), in which participants will receive messages on a different theme. Possession of a smartphone, use of WhatsApp and being a senior student (16–19 years) from a public school of the Federal District of Brazil will be the study’s inclusion criteria. Rural schools will be excluded. The sample size estimated is 390 individuals: 38 in the GG, 314 in the TG and 38 in the CG. The intervention will last 6 weeks, with a daily message sent to the students. We will investigate nutritional knowledge, self-efficacy in the adoption of healthy eating practices, food consumption and stages of change using preintervention and postintervention questionnaires. Memorisation of the messages will be also assessed.Ethics and disseminationThe study was approved by the University of Brasília, School of Health Sciences and Research Ethics Committee. At the end of the study, the participating schools will receive a printed report with the main results of the intervention.Trial registration numberRBR-5b9jk7.
As school-based nutrition education interventions have become increasingly popular in recent years, they have proven effective in raising children awareness and responsibility toward good eating habits as well as improving their knowledge, skills, and attitudes. The aim of this work is to evaluate whether a gamification approach, using a digital application developed in AdobeXD, could be an appropriate strategy for increasing attention span toward nutrition education messages when compared to a classical didactic approach. The study involved 126 children aged 7 to 8 years, divided into control group (lesson with nutrition expert supported by slides) and intervention group (interactive lesson via application). A questionnaire was then administered to all participants to assess the knowledge they gained regarding basic nutrition education concepts. An additional questionnaire was distributed to the intervention group for the prototype digital evaluation based on the Technology Acceptance Model (TAM) framework. The results show that the digital application has the potential to be an effective tool for producing significant improvements in nutrition knowledge. The greater rating on the usefulness of the content, rather than on other intrinsic features of the prototype, demonstrates that the use of a digital approach can play a key role in capturing new concepts of nutrition education.
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