Abstract

Objective To develop and evaluate a card game (Sugar50) that was designed to increase knowledge and attitude regarding sugar intake reduction among Korean children. Use of Theory or Research Sugar50 was designed based on the Information, Motivation, and Behavioral Skills model. Target Audience Korean children aged 11-13 years. Program Description Sugar50 contains 50 flashcards and each flashcard has a number (i.e., sugar content) and an image of a food item. Between two to four children can play the card game together. It was designed to motivate health behaviors reducing sugar intake by increasing knowledge of sugar content in the processed food and the recommended daily amount through playing card game. The player puts down the card, calling out the sum of the numbers on his/her card in comparison to the numbers the former player calls. If a player puts out a card and calls a number over '50′, he/she will get a tooth decay chip. The player with fewest tooth decay chips wins. Evaluation Methods Eighty three children participated in Sugar50 and completed the evaluation. Additional 56 children were assigned in the control group. Teachers were trained about game rules and taught it during the class. Then students play the game in free time for two weeks at school. Primary outcomes were score on knowledge of sugar content in foods and awareness of recommended amount of daily sugar intake. Results Playing Sugar50 significantly improved children's knowledge of sugar content of foods (5.4 vs 6.4 out of 10, P Conclusions Sugar50 was well received by children and improved attitude and knowledge to reduce sugar intake. Our findings suggest Sugar50 may be an effective tool to reduce sugar intake among children. Funding Ministry of Food and Drug Safety in Korea.

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