首页> 美国卫生研究院文献>Games For Health Journal >Virtual Sprouts: A Virtual Gardening Pilot Intervention Increases Self-Efficacy to Cook and Eat Fruits and Vegetables in Minority Youth
【2h】

Virtual Sprouts: A Virtual Gardening Pilot Intervention Increases Self-Efficacy to Cook and Eat Fruits and Vegetables in Minority Youth

机译:虚拟芽苗菜:虚拟园艺飞行员的干预提高了少数民族青年人烹饪和食用水果和蔬菜的自我效能

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

>Objective: To examine the effect of the Virtual Sprouts intervention, an interactive multiplatform mobile gardening game, on dietary intake and psychosocial determinants of dietary behavior in minority youth.>Materials and Methods: In this quasi-experimental pilot intervention, 180 third-, fourth-, and fifth-grade students in Los Angeles Unified School District participated in a 3-week program that included three Virtual Sprouts gaming sessions, three in-school lessons, and three in-home activities, using a nutrition- and gardening-focused curriculum. Pre- and postintervention questionnaires were used to assess psychosocial determinants of dietary behavior, including knowledge about and self-efficacy to eat fruits and vegetables (FV). Data were collected on FV, whole grains, fiber, total sugar, added sugar, and energy from sugary beverages through the Block Kids Food Screener (“last week” version) for Ages 2–17. Repeated measures analysis of covariance models was used for continuous outcomes, controlling for age, sex, ethnicity, school, and free school lunch.>Results: After the intervention, the intervention group (n = 116) compared with the control group (n = 64) had a significantly improved self-efficacy to eat FV score (+1.6% vs. −10.3%, P = 0.01), and an improved self-efficacy to cook FV score (+2.9% vs. −5.0%, P = 0.05). There were no significant differences in dietary intake or self-efficacy to garden scores between intervention and control groups.>Conclusion: The results from this 3-week pilot study suggest that an interactive mobile game with a nutrition- and gardening-focused curriculum can improve psychosocial determinants of dietary behavior in minority youth.
机译:>目的::研究一种虚拟多芽干预技术(一种交互式的多平台移动园艺游戏)对少数族裔青少年的饮食摄入和饮食行为的社会心理决定因素。>材料和方法:在这种准实验性的试点干预中,洛杉矶联合学区的180名三年级,四年级和五年级学生参加了一个为期3周的计划,其中包括三场Virtual Sprouts游戏课,三场校内课以及三堂课。家庭活动,使用以营养和园艺为重点的课程。干预前和干预后的问卷被用来评估饮食行为的社会心理决定因素,包括有关吃水果和蔬菜的知识和自我效能(FV)。通过Block儿童食品筛选器(“上周”版本)收集了2-17岁之间的FV,全谷物,纤维,总糖,添加的糖和含糖饮料中的能量的数据。使用协方差模型的重复测量分析获得连续结果,控制年龄,性别,种族,学校和免费学校午餐。>结果:干预后,干预组(n = 116)与对照组(n = 64)的进食FV得分的自我效能显着改善(+ 1.6%vs.-10.3%,P = 0.01),而烹饪FV得分的自我效能得到改善(+ 2.9%vs。 -5.0%,P = 0.05)。干预组和对照组之间的饮食摄入量或对花园评分的自我效能无显着差异。>结论:这项为期3周的初步研究结果表明,互动式手机游戏具有营养和营养价值。以园艺为重点的课程可以改善少数族裔青年饮食行为的社会心理决定因素。

著录项

相似文献

  • 外文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号