Use este identificador para citar ou linkar para este item: http://repositorio.ufla.br/jspui/handle/1/33068
Título: Rango Cards, a digital game designed to promote a healthy diet: a randomized study protocol
Palavras-chave: Digital game
Healthy diet
Food and nutrition education
Jogo digital
Dietas saudáveis
Educação alimentar e nutricional
Data do documento: 2018
Editor: BioMed Central
Citação: CHAGAS, C. M. dos S. et al. Rango Cards, a digital game designed to promote a healthy diet: a randomized study protocol. BMC Public Health, [S. l.], v. 18, n. 910, p. 1-10, 2018. doi: 10.1186/s12889-018-5848-0.
Resumo: Background Several food and nutrition education actions have been described in the literature, with emphasis on the recommended use of innovative methods when addressing a young audience. Digital games are an attractive, dynamic, and motivating resource for teaching and learning practices, and adolescents form the group that readily accepts and adopts new technologies. Adapting dietary and nutritional guidelines to change dietary behavior is a challenge, and game-based learning has several benefits that can be used in this sense. Thus, this study aims to outline a nutritional intervention for school-aged adolescents from the Federal District, Brazil, whose object is a digital card game aimed at promoting healthy dietary practices. Methods In this randomized study with intervention and control groups, we propose a nutritional intervention for adolescents studying in Federal District private schools. The intervention group will be introduced to Rango Cards, a digital game specifically developed for this study. The purpose of the game is to present the concept of an adequate and healthy diet using simple information in a playful context. This game features cards for foods/meals, characters, and healthy habits. The players’ choices may lead them to winning or losing. Theme selection and phase order were designed to provide a learning experience. The control group will not receive any material during the study. Both groups will complete questionnaires before and after the intervention. The game is expected to improve food knowledge and self-efficacy in the adoption of healthy practices, thus contributing to appropriate dietary consumption. Discussion The game was designed as a food and nutrition education tool based on Brazilian dietary guidelines. We believe that Rango Cards will provide a comprehensive experience on the topic, improving the students’ autonomy, motivation, and pleasure of learning.
URI: http://repositorio.ufla.br/jspui/handle/1/33068
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