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Exploring Nutrition and Energy Balance-Related Behavior: A Game for Youth

Exploring Nutrition and Energy Balance-Related Behavior: A Game for Youth
探索营养和能量平衡相关行为:青少年游戏
批准号:
8967785
负责人:
Kevin M. Kramer
金额:
$22.5万
依托单位国家:
美国
项目类别:
财政年份:
2015
资助国家:
美国
项目状态:
已结题
起止时间:
2015-08-01 至 2017-01-31

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项目成果

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中文摘要
翻译
 描述(由申请人提供):该项目的目标是开发一个独特的和引人入胜的教育游戏,促进有关能量平衡相关行为(EBRB)的行为修改。该游戏的目标是通过一个严肃的游戏平台参加替代学习(AL)项目的高中生。虽然严肃的游戏,促进积极的行为,一般营养已开发并成功地实施了年轻的学生,没有例子已经发现专门针对年龄较大的青少年在AL设置。很少有(如果有的话)基于证据的战略或课程来解决这一人群的EBRB问题。由于在青春期建立的EBRB有可能持续到成年并影响体重和健康,青春期提供了一个重要的窗口,在此期间积极解决和修改这些行为。独特的形成性青年声音的方法来开发这个游戏增加了游戏的可能性,使学习高度参与和相关的背景(社会,环境,文化),其中参与者生活,玩耍,学习和工作。此外,参与和鼓励 这款游戏的开发和试点为AL青年提供了一个重要的领导机会,可能会激发他们对研究,严肃游戏或健康促进相关职业的兴趣。最后,这个游戏有很大的潜力,用于补充营养援助计划,教育(SNAP-Ed)在AL设置编程,通过多层次的方法(系统,环境,政策),可以实施支持和加强积极的行为目标。在青春期,确保摄入足够能量和营养的高质量饮食对于优化身体生长和发育以及预防在成年期出现的与饮食相关的慢性疾病(包括心脏病、癌症和骨质疏松症)至关重要。生活方式的改变和青春期对食物选择更大自主权的追求会对饮食行为和模式产生负面影响。参加AL课程的高中生比参加普通高中的学生更有可能从事不良饮食和久坐不动的生活习惯。
英文摘要
 DESCRIPTION (provided by applicant): The goal of this project is to develop a unique and engaging educational game that promotes behavioral modification regarding energy balance-related behaviors (EBRB). The game targets high school aged students attending Alternative Learning (AL) programs through the platform of a serious game. While serious games promoting positive behaviors regarding general nutrition have been developed and successfully implemented for younger students, no examples have been found specifically targeting older teens in AL settings. Few, if any, evidence-based strategies or curricula exist to address EBRB for this population. Because EBRB established in adolescence have a likelihood of continuing into adulthood and impacting weight and health, adolescence provides an important window during which to positively address and modify these kinds of behaviors. The unique formative youth-voice approach to development of this game increases the likelihood of game play that makes learning highly engaging and relevant to the context (social, environmental, cultural) in which the participants live, play, learn and work. Further, participation in and incentives for the development and piloting of this game provides AL youth with an important leadership opportunity which may spark interest in careers related to research, serious gaming or health promotion. Finally, this game has great potential for use by and integration with Supplemental Nutrition Assistance Program-Education (SNAP-Ed) programming in AL settings, through which multilevel approaches (system, environmental, policy) can be implemented to support and reinforce positive behavioral goals. During adolescence, a high quality diet ensuring adequate intake of energy and nutrients is critical to optimize physical growth and development and prevent diet-related chronic diseases that manifest in adulthood including heart disease, cancer and osteoporosis. Lifestyle changes and the drive for greater autonomy in food choice during adolescence can negatively impact eating behaviors and patterns. High school students attending an AL programs are more likely to engage in poor eating and sedentary living practices than students attending a regular high school.
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