Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE mates
Impacto
Scholar |
Otros documentos de la autoría: Baños, Rosa Maria; Cebolla Marti, Ausias; Oliver, Elia; Alcañiz, Mariano; Botella, Cristina
Metadatos
Mostrar el registro completo del ítemcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8033
comunitat-uji-handle3:10234/8636
comunitat-uji-handle4:
INVESTIGACIONEste recurso está restringido
http://dx.doi.org/10.1093/her/cys044 |
Metadatos
Título
Efficacy and acceptability of an Internet platform to improve the learning of nutritional knowledge in children: the ETIOBE matesFecha de publicación
2012Editor
Oxford University PressISSN
0268-1153; 1465-3648Tipo de documento
info:eu-repo/semantics/articleVersión de la editorial
http://her.oxfordjournals.org/content/28/2/234.full.pdf+htmlVersión
info:eu-repo/semantics/publishedVersionResumen
Possessing sufficient nutritional knowledge is
a necessary component in the prevention and
treatment of obesity. A solid understanding of
nutrition can help people make appropriate
food selections and can also help ... [+]
Possessing sufficient nutritional knowledge is
a necessary component in the prevention and
treatment of obesity. A solid understanding of
nutrition can help people make appropriate
food selections and can also help correct irrational ideas or myths people may believe about
food. It is a challenge to provide this information to children in ways that are exciting. Thus,
we propose an online video game platform to
deliver the information. The objective of this
study was to study the efficacy and acceptability
of an online game called ‘ETIOBE Mates’ that
was designed to improve children’s nutritional
knowledge; furthermore, we compare it with
the traditional paper–pencil mode of information delivery. A sample of 228 children participated in the study. Participants were divided
into two groups: an experimental group (who
used ETIOBE Mates) and a control group (who
were given a pamphlet). Both groups increased
their scores for nutritional knowledge. The interaction between group 3 time was also statistically significant; it indicated that acquisition of
nutritional knowledge was superior in the experimental group. The children considered the
serious games platform to be a useful medium
for improving their nutritional knowledge.
Online games can be an effective method of
delivery for preventive and treatment tasks that
are otherwise tedious for children. [-]
Publicado en
HEALTH EDUCATION RESEARCH Vol.28 no.2 2013Derechos de acceso
Copy. The Author 2012. Published by Oxford University Press. All rights reserved.
http://rightsstatements.org/vocab/InC/1.0/
info:eu-repo/semantics/restrictedAccess
http://rightsstatements.org/vocab/InC/1.0/
info:eu-repo/semantics/restrictedAccess
Aparece en las colecciones
- PSB_Articles [1312]