食物游戏的过程评估:游戏化的学校干预,以促进更健康和更可持续的饮食选择。

Journal of prevention (2022) Pub Date : 2023-12-01 Epub Date: 2023-08-06 DOI:10.1007/s10935-023-00741-3
Giovanni Aresi, Martina Giampaolo, Benedetta Chiavegatti, Elena Marta
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引用次数: 0

摘要

Food Game是一种基于学校的游戏化干预,旨在促进意大利北部城市地区高中生更健康的饮食选择(即坚持地中海饮食)和更可持续的行为。该项目包括线下和线上比赛,学生们分组参加同龄人主导的活动,设计和传播促进健康和可持续发展的产品。本研究旨在检验该项目在实践中是如何运作的,了解其变化机制,并评估学生成绩的任何变化。采用混合方法进行工艺评价。学生们完成了一项三波纵向调查,并参加了焦点小组。项目工作人员和教师也接受了采访。定性和定量数据分析表明,Food Game?S的游戏化策略成功地吸引了学生,他们被游戏、嵌入的竞争和自我组织的小组工作所激励。虽然在坚持地中海饮食方面没有发现明显的变化,但随着时间的推移,亲环境行为、态度和对健康饮食的同伴认可有所增加。研究结果初步支持食物游戏是一种可接受的、有吸引力的干预手段,尽管还没有足够的证据表明它也能促进更健康、更可持续的行为。这些结果有助于为基于学校的离线游戏化干预提供有限的证据基础,并为游戏化方法作为其他预防设置和背景下的关键激励策略的适用性提供见解。关于如何加强计划的建议包括增加剂量和增加活动以促进相关学校和社区因素的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Process Evaluation of Food Game: A Gamified School-Based Intervention to Promote Healthier and More Sustainable Dietary Choices.

Process Evaluation of Food Game: A Gamified School-Based Intervention to Promote Healthier and More Sustainable Dietary Choices.

Food Game is a gamified school-based intervention that aims to promote healthier dietary choices (i.e., adherence to the Mediterranean diet) and more sustainable behaviors among high school students in an urban area in Northern Italy. The program consists of an offline and online competition in which groups of students participate in peer-led activities to design and communicate products promoting health and sustainability. This study aimed to examine how the program works in practice, understand its mechanisms of change and assess any variation in student outcomes. A mixed methods process evaluation was conducted. Students completed a three-wave longitudinal survey and participated in focus groups. Program staff and teachers were also interviewed. Qualitative and quantitative data analyses indicate that Food Game?s gamification strategy was successful in engaging students, who felt stimulated by the game, its embedded competition and the self-organized group work. Although no significant change in adherence to the Mediterranean diet was found, pro-environmental behaviors, attitudes and perceived peer approval on healthy eating increased over time. Findings provide preliminary support for Food Game as an acceptable and engaging intervention though there is yet not sufficient evidence that it is also promotes healthier and more sustainable behaviors. The results contribute to the limited evidence base for offline gamified school-based interventions and offer insight into the applicability of the gamification approach as a key motivational strategy in other prevention settings and contexts. Suggestions on how to strengthen the program include dosage increase and addition of activities to promote change on relevant school and community factors.

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