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Effects of the Rango Cards game intervention on food consumption, nutritional knowledge and self-efficacy in the adoption of healthy eating practices of high school students: a cluster randomised controlled trial

Published online by Cambridge University Press:  01 June 2020

Carolina Martins dos Santos Chagas*
Affiliation:
Federal University of Lavras, Department of Nutrition, Minas Gerais37200-000, Brazil
Giselle Rhai-Sa Melo
Affiliation:
University of Brasilia, School of Health Sciences, Graduate Program in Human Nutrition, Federal District, Brazil
Raquel Braz Assunção Botelho
Affiliation:
University of Brasilia, School of Health Sciences, Post-Graduate Program in Human Nutrition, Federal District, Brazil
Natacha Toral
Affiliation:
University of Brasilia, School of Health Sciences, Post-Graduate Program in Human Nutrition, Federal District, Brazil
*
*Corresponding author: Email carolinachagas@ufla.br
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Abstract

Objective:

The study aimed to assess the impact of a game-based nutritional intervention on food consumption, nutritional knowledge and self-efficacy in the adoption of healthy eating practices.

Design:

This cluster randomised controlled trial included both male and female high school students from private schools in the Federal District, Brazil. Four schools were randomly selected for each group. Investigated variables were age, sex, monthly family income, maternal education level, dietary perceptions and practices, nutritional knowledge and self-efficacy in the adoption of healthy eating practices.

Setting:

Intervention group participants were instructed to play Rango Cards, a digital game developed for the study, on their own, for a period of 7–17 d, while the control group was not provided with any game or material during the study.

Participants:

The study included 319 adolescents (mean age = 15·8 (sd 0·7) years).

Results:

Significant reductions were observed in the intervention group compared with the control group for the following variables: habit of eating while watching TV or studying and having meals at fast food restaurants. The intervention group showed increased knowledge of the effects of fruit and vegetable consumption as well as improved self-efficacy in the adoption of healthy eating practices such as reducing Na intake and preparing healthy meals.

Conclusions:

The design of Rango Cards is potentially capable of effecting positive changes. Therefore, the digital game promotes autonomy and self-care among adolescents with regard to healthy eating.

Information

Type
Research paper
Copyright
© The Authors 2020
Figure 0

Fig. 1 Flow diagram of adolescents’ participation in the study

Figure 1

Fig. 2 Screenshot of Rango Cards’ interface

Figure 2

Table 1 Baseline study data, Federal District, Brazil, 2017*

Figure 3

Table 2 Dietary perceptions of the intervention and control groups before and after the intervention, Federal District, Brazil, 2017

Figure 4

Fig. 3 Comparison between the habit of eating while performing other activities before and after the intervention, Federal District, Brazil, 2017. , No; , rarely; , yes, 1–2 d/week; , yes, 3–4 d/week; , yes, 5–6 d/week; , yes, everyday

Figure 5

Fig. 4 Comparison between having meals at fast food restaurants before and after the intervention, Federal District, Brazil, 2017. , 5 d or more; , 4 d; , 3 d; , 2 d; , 1 d; , none

Figure 6

Table 3 Comparison between the responses provided for nutritional knowledge and self-efficacy in the adoption of healthy eating practices in the intervention and control groups before and after the intervention, Federal District, Brazil, 2017

Supplementary material: File

Chagas et al. supplementary material

Appendix II

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Supplementary material: File

Chagas et al. supplementary material

Appendix I

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