Abstract

BackgroundSeveral food and nutrition education actions have been described in the literature, with emphasis on the recommended use of innovative methods when addressing a young audience. Digital games are an attractive, dynamic, and motivating resource for teaching and learning practices, and adolescents form the group that readily accepts and adopts new technologies. Adapting dietary and nutritional guidelines to change dietary behavior is a challenge, and game-based learning has several benefits that can be used in this sense. Thus, this study aims to outline a nutritional intervention for school-aged adolescents from the Federal District, Brazil, whose object is a digital card game aimed at promoting healthy dietary practices.MethodsIn this randomized study with intervention and control groups, we propose a nutritional intervention for adolescents studying in Federal District private schools. The intervention group will be introduced to Rango Cards, a digital game specifically developed for this study. The purpose of the game is to present the concept of an adequate and healthy diet using simple information in a playful context. This game features cards for foods/meals, characters, and healthy habits. The players’ choices may lead them to winning or losing. Theme selection and phase order were designed to provide a learning experience. The control group will not receive any material during the study. Both groups will complete questionnaires before and after the intervention. The game is expected to improve food knowledge and self-efficacy in the adoption of healthy practices, thus contributing to appropriate dietary consumption.DiscussionThe game was designed as a food and nutrition education tool based on Brazilian dietary guidelines. We believe that Rango Cards will provide a comprehensive experience on the topic, improving the students’ autonomy, motivation, and pleasure of learning.Trial registrationRBR-72zvxv June 29, 2018; Retrospectively registered.

Highlights

  • Several food and nutrition education actions have been described in the literature, with emphasis on the recommended use of innovative methods when addressing a young audience

  • This study aims to outline a nutritional intervention for school-aged adolescents from the Federal District, Brazil, whose object is a digital game aimed at promoting healthy dietary practices

  • The significance level will be set at 5%, and the statistical analyses will be performed using the Statistical Package for the Social Sciences (SPSS), version 21.0. This randomized study will assess the impact of a nutritional intervention on school-aged adolescents from the Federal District, Brazil

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Summary

Introduction

Several food and nutrition education actions have been described in the literature, with emphasis on the recommended use of innovative methods when addressing a young audience. This study aims to outline a nutritional intervention for school-aged adolescents from the Federal District, Brazil, whose object is a digital card game aimed at promoting healthy dietary practices. Surveys on health and nutritional status of Brazilian students have shown an exponential growth in the prevalence of overweight and obesity in recent decades [1,2,3]. This situation has important health implications [4] and results from multiple. Current World Health Organization (WHO) guidelines indicate that a set of regulatory provisions, educational actions, and breastfeeding and healthy diet measures should be adopted to prevent obesity in children and adolescents [16]

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