Artigo

Effects of the Rango Cards game intervention on food consumption, nutritional knowledge and self-efficacy in the adoption of healthy eating practices of high school students: a cluster randomised controlled trial

Carregando...
Imagem de Miniatura

Notas

Orientadores

Editores

Coorientadores

Membros de banca

Título da Revista

ISSN da Revista

Título de Volume

Editor

Cambridge University Press

Faculdade, Instituto ou Escola

Departamento

Programa de Pós-Graduação

Agência de fomento

Tipo de impacto

Áreas Temáticas da Extenção

Objetivos de Desenvolvimento Sustentável

Dados abertos

Resumo

Abstract

Objective: The study aimed to assess the impact of a game-based nutritional intervention on food consumption, nutritional knowledge and self-efficacy in the adoption of healthy eating practices. Design: This cluster randomised controlled trial included both male and female high school students from private schools in the Federal District, Brazil. Four schools were randomly selected for each group. Investigated variables were age, sex, monthly family income, maternal education level, dietary perceptions and practices, nutritional knowledge and self-efficacy in the adoption of healthy eating practices. Setting: Intervention group participants were instructed to play Rango Cards, a digital game developed for the study, on their own, for a period of 7–17 d, while the control group was not provided with any game or material during the study. Participants: The study included 319 adolescents (mean age = 15·8 (sd 0·7) years). Results: Significant reductions were observed in the intervention group compared with the control group for the following variables: habit of eating while watching TV or studying and having meals at fast food restaurants. The intervention group showed increased knowledge of the effects of fruit and vegetable consumption as well as improved self-efficacy in the adoption of healthy eating practices such as reducing Na intake and preparing healthy meals. Conclusions: The design of Rango Cards is potentially capable of effecting positive changes. Therefore, the digital game promotes autonomy and self-care among adolescents with regard to healthy eating.

Descrição

Área de concentração

Agência de desenvolvimento

Palavra chave

Marca

Objetivo

Procedência

Impacto da pesquisa

Resumen

ISBN

DOI

Citação

CHAGAS, C. M. dos S. et al. Effects of the Rango Cards game intervention on food consumption, nutritional knowledge and self-efficacy in the adoption of healthy eating practices of high school students: a cluster randomised controlled trial. Public Health Nutrition, Cambridge, v. 23, n. 13, p. 2424-2433, Sept. 2020. DOI: 10.1017/S1368980020000531.

Link externo

Avaliação

Revisão

Suplementado Por

Referenciado Por