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The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools

机译:FIT游戏III:减少基于游戏的方法的运营费用以增加小学的健康饮食

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>Objective: Previously published versions of the healthy eating “FIT Game” were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria.>Materials and Methods: Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05).>Results: Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption.>Conclusion: Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating.
机译:>目标:先前发布的健康饮食“ FIT游戏”版本由小学各个年级的老师管理。目前的研究评估了如果教师减轻了这项任务,该游戏是否将保持其有效性;而是在学校食堂的视觉显示屏上展示所有游戏材料。>材料和方法:参加者有572名儿童,他们在两所Title 1小学(K-5年级)就读。在不干预的基线期之后,从食物残渣中测量水果和蔬菜的消费量,学校开始进行FIT游戏。在游戏中,孩子们的蔬菜消费影响了学校食堂漫画形式插曲中善恶结合的叙述。当达到每日蔬菜消费目标时,将显示新的FIT Game情节。游戏元素包括游戏叙事,竞赛,虚拟货币和有限的玩家自主权。这两个干预阶段由第二个基线阶段(校内逆转设计)分开。仿真模型分析(适合组内时间序列设计的自举技术)用于评估FIT博弈阶段的蔬菜消费量是否显着高于基线水平(P <0.05)。>结果:消耗量从两个基线阶段的21.3微克显着增加到散装比赛阶段的42.5微克;增长了99.9%。该游戏并没有显着增加水果消费(没有针对变化的目标),也没有减少水果消费。>结论: FIT游戏中的人工减少并未减少其对健康的积极影响吃。

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