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Gamification of Dietary Decision-Making in an Elementary-School Cafeteria

机译:小学食堂饮食决策的游戏化

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摘要

Despite the known health benefits of doing so, most US children do not consume enough fruits and vegetables (FV). School-based interventions can be effective in increasing FV consumption, but the most effective of these require that schools allocate their time, effort, and financial resources to implementing the program: expenditures that schools may be reluctant to provide in climates of academic accountability and economic austerity. The present demonstration project used a behaviorally based gamification approach to develop an intervention designed to increase FV consumption while minimizing material and labor costs to the school. During the intervention, the school (N = 180 students in grades K-8) played a cooperative game in which school-level goals were met by consuming higher-than-normal amounts of either fruit or vegetables (alternating-treatments experimental design). School-level consumption was quantified using a weight-based waste measure in the cafeteria. Over a period of 13 school days, fruit consumption increased by 66% and vegetable consumption by 44% above baseline levels. Use of an alternating-treatment time-series design with differential levels of FV consumption on days when fruit or vegetable was targeted for improvement supported the role of the intervention in these overall consumption increases. In post-intervention surveys, teachers rated the intervention as practical in the classroom and enjoyed by their students. Parent surveys revealed that children were more willing to try new FV at home and increased their consumption of FV following the intervention. These findings suggest that a behaviorally based gamification approach may prove practically useful in addressing concerns about poor dietary decision-making by children in schools.
机译:尽管这样做有益健康,但大多数美国儿童仍未摄入足够的水果和蔬菜(FV)。以学校为基础的干预措施可以有效地增加FV消费,但其中最有效的方法是要求学校分配时间,精力和财力来实施该计划:在学术问责制和经济环境下,学校可能不愿提供的支出紧缩。本示范项目采用基于行为的游戏化方法来开发干预措施,旨在增加公车消费,同时最大程度地减少学校的物质和人工成本。在干预期间,该学校(K-8年级的N = 180名学生)玩了一个合作游戏,通过消耗高于正常水平的水果或蔬菜来达到学校水平的目标(交替处理实验设计)。使用自助餐厅中基于重量的废物度量来量化学校水平的消费。在13个教学日内,水果消费量比基准水平增加了66%,蔬菜消费量增加了44%。在以水果或蔬菜为改良目标的日子里,采用交替处理的时间序列设计,将FV的消费量提高到不同水平,这支持了干预措施在这些总体消费量增加中的作用。在干预后调查中,教师认为干预在课堂上是切实可行的,并且受到学生的欢迎。家长调查显示,孩子们更愿意在家中尝试新的FV,并在干预后增加FV的消费量。这些发现表明,基于行为的游戏化方法可能在解决学校儿童饮食决策不佳的担忧方面具有实用价值。

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