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Optimizing Child Nutrition Education With the Foodbot Factory Mobile Health App: Formative Evaluation and Analysis

机译:优化儿童营养教育与Foodbot Factory Mobile Health应用程序:形成性评估和分析

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Background: Early nutrition interventions to improve food knowledge and skills are critical in enhancing the diet quality of children and reducing the lifelong risk of chronic disease. Despite the rise of mobile health (mHealth) apps and their known effectiveness for improving health behaviors, few evidence-based apps exist to help engage children in learning about nutrition and healthy eating. Objective: This study aimed to describe the iterative development and user testing of Foodbot Factory , a novel nutrition education gamified app for children to use at home or in the classroom and to present data from user testing experiments conducted to evaluate the app. Methods: An interdisciplinary team of experts in nutrition, education (pedagogy), and game design led to the creation of Foodbot Factory . First, a literature review and an environmental scan of the app marketplace were conducted, and stakeholders were consulted to define the key objectives and content of Foodbot Factory . Dietitian and teacher stakeholders identified priority age groups and learning objectives. Using a quasi-experimental mixed method design guided by the Iterative Convergent Design for Mobile Health Usability Testing approach, five app user testing sessions were conducted among students (ages 9-12 years). During gameplay, engagement and usability were assessed via direct observations with a semistructured form. After gameplay, qualitative interviews and questionnaires were used to assess user satisfaction, engagement, usability, and knowledge gained. Results: The environmental scan data revealed that few evidence-based nutrition education apps existed for children. A literature search identified key nutrients of concern for Canadian children and techniques that could be incorporated into the app to engage users in learning. Foodbot Factory included characters (2 scientists and Foodbots) who initiate fun and engaging dialogue and challenges (minigames), with storylines incorporating healthy eating messages that align with the established learning objectives. A total of five modules were developed: drinks, vegetables and fruit, grain foods, animal protein foods, and plant protein foods. Seven behavior change techniques and three unique gamified components were integrated into the app. Data from each user testing session were used to inform and optimize the next app iteration. The final user testing session demonstrated that participants agreed that they wanted to play Foodbot Factory again (12/17, 71%), that the app is easy to use (12/17, 71%) and fun (14/17, 88%), and that the app goals were clearly presented (15/17, 94%). Conclusions: Foodbot Factory is an engaging and educational mHealth intervention for the Canadian public that is grounded in evidence and developed by an interdisciplinary team of experts. The use of an iterative development approach is a demonstrated method to improve engagement, satisfaction, and usability with each iteration. Children find Foodbot Factory to be fun and easy to use, and can engage children in learning about nutrition.
机译:背景:提高粮食知识和技能的早期营养干预对于提高儿童的饮食质量并降低慢性疾病的终身风险至关重要。尽管移动卫生(MHEALTE)的应用程序及其已知的改善健康行为的有效性,但很少有基于证据的应用程序,以帮助孩子学习营养和健康饮食。目的:本研究旨在描述食品厂的迭代开发和用户测试,为儿童使用家庭或课堂上使用的新型营养教育游戏应用,并从进行用户测试实验中呈现评估应用的实验。方法:营养,教育(教育学)和游戏设计专家组跨学科团队导致了食品厂的创造。首先,进行了文献综述和应用市场的环境扫描,并咨询了利益相关者来确定食品厂的关键目标和内容。营养师和教师利益相关者确定了优先年龄组和学习目标。使用迭代收敛设计指导的准实验混合方法设计用于移动健康可用性测试方法,在学生(9-12岁年龄段)之间进行了五个App用户测试会话。在游戏过程中,通过用半系统的直接观察来评估参与和可用性。在游戏玩法之后,使用定性访谈和调查问卷来评估用户满意度,参与,可用性和知识。结果:环境扫描数据显示,儿童存在少数基于证据的营养教育应用程序。文献搜索确定了对加拿大儿童和技术的关注的关键营养,可以纳入应用程序,以参与用户学习。 Foodbot Factory包括人物(2科学家和食物),他发起乐趣和参与对话和挑战(Minigames),故事情节包含与既定学习目标对齐的健康饮食信息。共开发了五种模块:饮料,蔬菜和水果,谷物食品,动物蛋白质食品和植物蛋白质食品。七种行为更改技术和三个独特的游戏组件已集成到应用程序中。每个用户测试会话的数据用于通知和优化下一个应用程序迭代。最后的用户测试会议表明,参与者同意他们想再次发挥食品速率(12/17,71%),该应用程序易于使用(12/17,71%)和乐趣(14/17,88% ),并清楚地提出了应用目标(15/17,94%)。结论:Foodbot Factory是加拿大公众的参与和教育MHHealth干预,该公众是由证据的基础,由跨学科专家团队制定。使用迭代开发方法是提高每次迭代的参与,满意度和可用性的证明方法。孩子们发现食物厂乐趣,易于使用,并可以参与儿童学习营养。

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