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Evaluation of Creature -101: Can A C...
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Majumdar, Dalia.
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Evaluation of Creature -101: Can A Curriculum Based Serious Health Game Promote Healthy Eating and Physical Activity among Middle School Students?
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Evaluation of Creature -101: Can A Curriculum Based Serious Health Game Promote Healthy Eating and Physical Activity among Middle School Students?/
作者:
Majumdar, Dalia.
面頁冊數:
292 p.
附註:
Source: Dissertation Abstracts International, Volume: 74-06(E), Section: B.
Contained By:
Dissertation Abstracts International74-06B(E).
標題:
Health Sciences, Nutrition. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3554033
ISBN:
9781267938398
Evaluation of Creature -101: Can A Curriculum Based Serious Health Game Promote Healthy Eating and Physical Activity among Middle School Students?
Majumdar, Dalia.
Evaluation of Creature -101: Can A Curriculum Based Serious Health Game Promote Healthy Eating and Physical Activity among Middle School Students?
- 292 p.
Source: Dissertation Abstracts International, Volume: 74-06(E), Section: B.
Thesis (Ph.D.)--Columbia University, 2013.
The purpose of this research is to evaluate the outcomes of playing a virtual reality serious game "Creature-101" at increasing fruits and vegetables, water, physical activity, decreasing processed snacks (e.g. chips, candy), sweetened beverages, and recreational screen time, and mediators of behavior change (behavioral capability, self-efficacy, outcome expectation-social and physical, autonomous motivation).
ISBN: 9781267938398Subjects--Topical Terms:
1017801
Health Sciences, Nutrition.
Evaluation of Creature -101: Can A Curriculum Based Serious Health Game Promote Healthy Eating and Physical Activity among Middle School Students?
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Source: Dissertation Abstracts International, Volume: 74-06(E), Section: B.
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Adviser: Isobel R. Contento.
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Thesis (Ph.D.)--Columbia University, 2013.
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The purpose of this research is to evaluate the outcomes of playing a virtual reality serious game "Creature-101" at increasing fruits and vegetables, water, physical activity, decreasing processed snacks (e.g. chips, candy), sweetened beverages, and recreational screen time, and mediators of behavior change (behavioral capability, self-efficacy, outcome expectation-social and physical, autonomous motivation).
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The Creature-101 game uses social cognitive and self-determination theories as framework and incorporates "creature care" in a virtual world "Tween". Students learn scientific evidence that promote energy balance by playing mini-games, short educational videos, slideshows and interactive dialogues with game characters. Students also assess their own behaviors; create own "real life" food and activity goals, and report their progress.
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The study used a pre-post matched pair intervention and control design with 590 students (65% Hispanics, 50% male, age 11-13yrs). In the intervention condition 359 students played Creature-101 in classroom 2 days/week for 1month (7sessions-30 minutes each). Two self-reported online surveys administered at baseline and immediately after intervention measured frequency and amounts of the targeted behaviors, and mediators of behavior change.
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Analysis of covariance compared post-test means between groups. Students in the intervention group reported significant decrease in frequency of consumption of processed packaged snacks (I=1.79+/-1.22, C=2.14+/-1.37, p-value<0.000) and increase in behavioral capability (I=5.06+/-3.91, C=4.06+/- 1.43, p=0.12). Students also reported positive trends in consuming fewer sweetened beverages (I=1.72+/-1.12, C=1.95+/-1.16, p=0.082), smaller sizes of sweetened beverages (I=1.46+/-0.88, C=1.65+/-0.93, p=0.098) and processed snacks (I=1.46+/-0.88, C=1.65+/-0.93, p=0.098).
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Creature-101 is encouraging as a means to promote diet and physical activity behaviors in children.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=3554033
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