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An online game-based intervention using quizzes to improve nutrition and physical activity outcomes among university students

Belogianni, K; Ooms, A; Lykou, A; Nikoletou, D; Moir, HJ (2023) An online game-based intervention using quizzes to improve nutrition and physical activity outcomes among university students. Health Education Journal, 82 (6). pp. 636-650. ISSN 0017-8969 https://doi.org/10.1177/00178969231179032
SGUL Authors: Nikoletou, Dimitra

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Abstract

Background: Adopting healthy weight-related behaviours in emerging adulthood has long-term health benefits. Digital interventions using game-elements have the potential to improve diet and physical activity outcomes. Universities are influential settings in shifting emerging adults’ behaviour and can deliver health-promoting interventions to young adults. Objectives: To investigate the effect of an online intervention using quiz-games on nutrition knowledge, diet quality, physical activity and sitting time in a sample of university students. Design: Randomised, single-blind, controlled trial. Setting: Two UK Universities including a total of 88 students from different faculties. Method: The intervention group (n = 50) had access to 10 quiz-games and a website for 10 weeks. The control group (n = 38) received no such resources. Main outcomes were nutrition knowledge, diet quality, physical activity and sitting time assessed by self-administered questionnaires. Frequency and performance of the quiz-games played, and the effect of time (days) on performance after playing a quiz-game for the second time, were also investigated. Results: No significant differences were found between groups over time in any of the outcomes. The outcomes remained non-significant when engagement rates with the quiz-games were considered. Among the 35 game-players (n = 15 did not play any game), 15 played at least one quiz-game. Frequency of playing a quiz-game by all students ranged from 43 to 17 times, and mean scores (% of correct answers) ranged from 55% to 82%. When repeating a quiz-game within 8 days, the performance (score) was improved while after that point, performance remained the same or decreased. Conclusion: Online game-based interventions can be easily implemented in university settings. However, further research is needed on their design to enhance engagement and identify key factors affecting students’ behaviour to increase their effectiveness.

Item Type: Article
Additional Information: © The Author(s) 2023. This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage).
Keywords: 1117 Public Health and Health Services, 1302 Curriculum and Pedagogy, Public Health
SGUL Research Institute / Research Centre: Academic Structure > Institute of Medical & Biomedical Education (IMBE)
Journal or Publication Title: Health Education Journal
ISSN: 0017-8969
Dates:
DateEvent
October 2023Published
9 June 2023Published Online
11 May 2023Accepted
Publisher License: Creative Commons: Attribution 4.0
URI: https://openaccess.sgul.ac.uk/id/eprint/115424
Publisher's version: https://doi.org/10.1177/00178969231179032

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