翻译和测试促进幼儿蔬菜消费的数字游戏:可用性研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2023-10-03 DOI:10.2196/43843
Sophie Bucher Della Torre, Marlene Lages, Sara S Dias, Maria P Guarino, Cátia Braga-Pontes
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引用次数: 0

摘要

背景:促进儿童健康饮食是预防慢性病的关键,而这一人群的蔬菜消费量明显低于建议水平。在测试的干预措施中,游戏化在促进熟悉、增加知识和潜在增加蔬菜摄入量方面显示出了前景。目的:这项试点研究首先旨在将数字游戏“Veggies4myHeart”翻译成法语,并评估其在结合反复品尝和教育的情况下对幼儿品尝蔬菜的偏好和意愿的影响。我们还旨在调查游戏在两个教室的可接受性和适用性。方法:在连续5个星期的课程中,来自两个小学班的孩子们玩了一个数字游戏,其中包括5个关于不同蔬菜(生菜、胡萝卜、红卷心菜、黄瓜和番茄)的迷你游戏,时间为10-15分钟。此外,他们还讨论了其中一种蔬菜,并在每节课上品尝了这5种蔬菜。比较了测试前和测试后的食物偏好和品尝蔬菜的意愿。老师们参加了一个半结构化的面试。结果:共有45名5至6岁的儿童测试了法国版的数字游戏。孩子们宣称的对胡萝卜、黄瓜和番茄的食物偏好已经很高了,在最高5分中,得分高于4分。干预后,除了红甘蓝(前测:平均2.52,SD 1.49;后测:平均3.29,SD 1.67;P=0.006)和综合评分(前测,平均3.76,SD 1.06;后测,平均4.05,SD 1.03;P=0.001)外,评分没有显著变化。干预前,41名儿童中有18名(44%)、30名(73%)、16名(39%)、29名(71%)和26名(63%)愿意品尝生菜、胡萝卜、红甘蓝,黄瓜和番茄。干预后,没有观察到显著的统计差异,45名儿童中有23名(51%)、36名(80%)、24名(53%)、33名(73%)和29名(64%)愿意品尝生菜、胡萝卜、红卷心菜、黄瓜和番茄。教师们支持这一工具与反复品尝和教育相结合,并强调了促进因素和障碍,这些因素和障碍有望改善学校的实施。结论:在本研究中,我们翻译了一个既适用于儿童又可接受的现有数字游戏。有必要进行一项更大规模的研究,以证实使用数字游戏促进蔬菜偏好、品尝意愿和摄入的干预措施的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study.

Background: Promoting healthy eating in children is key to preventing chronic diseases, and vegetable consumption is notably lower than recommended in this population. Among the interventions tested, gamification has shown promise in promoting familiarization, increasing knowledge, and potentially increasing vegetable intake.

Objective: This pilot study aimed first to translate the digital game "Veggies4myHeart" into French and to assess its influence on young children's preferences and willingness to taste vegetables when combined with repeated tasting and education. We also aimed to investigate the acceptability and applicability of the game in 2 classrooms.

Methods: During 5 consecutive weekly sessions, children from 2 elementary classes played the digital game consisting of 5 mini games on different vegetables (lettuce, carrot, red cabbage, cucumber, and tomato) in pairs for 10-15 minutes. In addition, they discussed one of the vegetables and tasted the 5 vegetables in each session. Pretest and posttest food preferences and willingness to taste the vegetables were compared. Teachers participated in a semistructured interview.

Results: A total of 45 children aged 5 to 6 years tested the French version of the digital game. The children's declared food preferences were already high for carrot, cucumber, and tomato, with scores higher than 4 out of a maximum of 5. The scores did not change significantly after the intervention, except for red cabbage (pretest: mean 2.52, SD 1.49; posttest: mean 3.29, SD 1.67; P=.006) and a composite score (pretest: mean 3.76, SD 1.06; posttest: mean 4.05, SD 1.03; P=.001). Before the intervention, 18 (44%), 30 (73%), 16 (39%), 29 (71%), and 26 (63%) children out of 41 were willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. After the intervention, no significant statistical differences were observed, with 23 (51%), 36 (80%), 24 (53%), 33 (73%), and 29 (64%) children out of 45 willing to taste lettuce, carrot, red cabbage, cucumber, and tomato, respectively. Teachers supported this tool combined with repeated tasting and education and highlighted facilitators and barriers that should be anticipated to improve implementation in schools.

Conclusions: In this study, we translated an existing digital game applicable and acceptable to both children and teachers. A larger study is warranted to confirm the effectiveness of interventions using the digital game to promote vegetable preference, willingness to taste, and intake.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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