An online game-based intervention using quizzes to improve nutrition and physical activity outcomes among university students

IF 1.1 4区 医学 Q3 EDUCATION & EDUCATIONAL RESEARCH Health Education Journal Pub Date : 2023-06-09 DOI:10.1177/00178969231179032
Katerina Belogianni, A. Ooms, Anastasia Lykou, D. Nikoletou, Hannah Jayne Moir
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Abstract

Background: Adopting healthy weight-related behaviours in emerging adulthood has long-term health benefits. Digital interventions using game-elements have the potential to improve diet and physical activity outcomes. Universities are influential settings in shifting emerging adults’ behaviour and can deliver health-promoting interventions to young adults. Objectives: To investigate the effect of an online intervention using quiz-games on nutrition knowledge, diet quality, physical activity and sitting time in a sample of university students. Design: Randomised, single-blind, controlled trial. Setting: Two UK Universities including a total of 88 students from different faculties. Method: The intervention group (n = 50) had access to 10 quiz-games and a website for 10 weeks. The control group (n = 38) received no such resources. Main outcomes were nutrition knowledge, diet quality, physical activity and sitting time assessed by self-administered questionnaires. Frequency and performance of the quiz-games played, and the effect of time (days) on performance after playing a quiz-game for the second time, were also investigated. Results: No significant differences were found between groups over time in any of the outcomes. The outcomes remained non-significant when engagement rates with the quiz-games were considered. Among the 35 game-players (n = 15 did not play any game), 15 played at least one quiz-game. Frequency of playing a quiz-game by all students ranged from 43 to 17 times, and mean scores (% of correct answers) ranged from 55% to 82%. When repeating a quiz-game within 8 days, the performance (score) was improved while after that point, performance remained the same or decreased. Conclusion: Online game-based interventions can be easily implemented in university settings. However, further research is needed on their design to enhance engagement and identify key factors affecting students’ behaviour to increase their effectiveness.
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一种基于在线游戏的干预,使用测验来改善大学生的营养和身体活动结果
背景:在成年初期采取健康的体重相关行为具有长期的健康益处。使用游戏元素的数字干预有可能改善饮食和身体活动的结果。大学是改变新生成人行为的有影响力的场所,可以向年轻人提供促进健康的干预措施。目的:探讨在线问答游戏对大学生营养知识、饮食质量、身体活动和静坐时间的影响。设计:随机、单盲、对照试验。环境:两所英国大学,共有88名来自不同学院的学生。方法:干预组(n = 50)进行10个测验游戏和一个网站,为期10周。对照组(n = 38)不接受此类资源。主要结果为营养知识、饮食质量、身体活动和静坐时间。还调查了玩智力游戏的频率和表现,以及第二次玩智力游戏后时间(天)对表现的影响。结果:在任何结果中,各组之间没有发现显著差异。当考虑到测验游戏的参与率时,结果仍然不显著。在35名游戏玩家中(n = 15人不玩任何游戏),15人至少玩了一个测验游戏。所有学生玩测验游戏的频率从43到17次不等,平均得分(正确答案的百分比)从55%到82%不等。当在8天内重复测试游戏时,表现(分数)有所提高,而在此之后,表现保持不变或下降。结论:基于网络游戏的干预措施可以很容易地在大学环境中实施。然而,他们的设计需要进一步的研究,以提高参与度和确定影响学生行为的关键因素,以提高他们的有效性。
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来源期刊
CiteScore
2.30
自引率
0.00%
发文量
65
期刊介绍: Health Education Journal is a leading peer reviewed journal established in 1943. It carries original papers on health promotion and education research, policy development and good practice.
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