Developing a web-based digital platform to encourage activity, healthy eating and hydration to promote healthy ageing in people over 70-years
Developing a web-based digital platform to encourage activity, healthy eating and hydration to promote healthy ageing in people over 70-years
批准号:
2624987
负责人:
金额:
$0.0万
依托单位:
依托单位国家:
英国
项目类别:
Studentship
财政年份:
2021
资助国家:
英国
项目状态:
未结题
起止时间:
2021 至 --
中文摘要
有强有力的证据表明,力量和平衡练习可以减少福尔斯,力量和平衡练习作为一种独立的干预措施可能是在人群水平上预防福尔斯的最具成本效益的方法。Exergaming已经取得了一些成功,这是一种将游戏与体育锻炼相结合的远程康复。使用exergaming系统来提供锻炼的优点是,它们可以是沉浸式的、娱乐性的和愉快的,潜在地提高介入程序的依从性、频率和持续时间。关于使用游戏化来促进其他健康行为的证据很少。老年人营养状况差往往导致功能下降、体重减轻、营养不良和精神上影响独立性。拟议的项目计划在运动游戏成功的基础上促进锻炼,并计划以类似的形式纳入健康饮食和饮水,以促进更健康的行为,不仅是力量和平衡锻炼,而且是适合老年人的食物和饮水。目的:开发一个使用游戏化和数字技术的平台,以促进70岁以上人群的活动和健康饮食。制定干预措施:干预措施的制定将以用户为中心,与关键利益攸关方和最终用户合作。我们将与主要利益相关者讨论最初的想法和故事板,并鼓励就游戏背后的关键信息和需要涵盖的关键主题进行公开辩论,以获得最佳证据。这份初步的咨询材料将被用来为原型制作一个故事板。然后,将在3-4个焦点小组中讨论该故事板,每个小组将有8-10人,他们将是关键利益相关者或潜在的最终用户。根据从重点小组获得的信息,将以网络应用程序的形式设计和制作原型(可使用平板电脑、移动的或计算机访问)。然后将由最终用户对在线应用程序进行初步评价,并要求最终用户对新技术、使用混合方法获得的信息的可用性、可接受性和实用性进行正式评估。在此评估之后,将有机会修改内容,并根据需要更改用户体验。这将为未来(博士后)随机对照有效性研究提供方法。
英文摘要
There is strong evidence that strength and balance exercises reduce falls and that strength and balance exercise as a stand-alone intervention may be the most cost-effective approach to falls prevention at a population level. There has been some success demonstrated with Exergaming, a type of telerehabilitation that combines gameplay with physical exercise. The advantages of using exergaming systems to deliver exercise are that they can be immersive, entertaining and enjoyable, potentially improving adherence, frequency and duration of an interventional programme. There is paucity of evidence in relation to using gamification to promote other healthy behaviours. Poor nutritional status in older people often leads to decreased functionality, weight loss, malnutrition and detrimentally effects independence. The proposed project plans to build upon the success of exergaming to promote exercise and plans to incorporate healthy eating and hydration in a similar format to promote healthier behaviours not only on strength and balance exercises but also on food and hydration suitable for older populations. Aim: To develop a platform using gamification and digital technology to promote activity and healthy eating and drinking in people over 70-years. Developing the intervention: The development of the intervention will be user-centred by working in partnership with key stakeholders and end-users. Initial ideas and a story board will be discussed with key stakeholders and we will encourage an open debate of the key messages behind the games and key themes that need to be covered for best evidence. This initial consultation material will be used to format a story board for the prototype. This story board will then be discussed in 3-4 focus groups with will be held with 8-10 people in each who will be either key stakeholders or potential end-users. From the information gained from the focus groups the prototype will be designed and produced in the form of a web-based application (accessible using tablet, mobile or computer). The online application will then undergo preliminary evaluation by end-users who will be asked to undertake a formal assessment of the new technology, usability, acceptability and practicality of information gained using mixed methods. After this evaluation there will be an opportunity to modify the content and also change user experience as required. This will inform the methods for a future (post-doc) randomised controlled effectiveness study.
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