| Literature DB >> 35011063 |
Nienke M de Vlieger1,2, Lachlan Sainsbury1, Shamus P Smith1, Nicholas Riley2,3, Andrew Miller3,4, Clare E Collins2,5, Tamara Bucher1,2.
Abstract
Computer games have previously been used to improve nutrition knowledge in children. This paper describes the acceptability and feasibility of a serious game, "VitaVillage", for improving child nutrition knowledge. VitaVillage is a farming-style game in which the player undertakes quests and completes questions aimed at increasing several aspects of nutrition and healthy eating knowledge. Children aged 9-12 years in two primary schools (control vs. intervention) completed a nutrition knowledge questionnaire at baseline (T1) and after 1 week (T2). Participants at the intervention school (n = 75) played VitaVillage for 20 minutes on two occasions. Control participants (n = 94) received no nutrition education. Likeability question scores and written feedback from intervention participants was reported qualitatively. Paired sample t-tests were used to compare T1 and T2 nutrition knowledge changes between control and intervention participants. Engagement with VitaVillage improved children's overall nutrition knowledge (Mean increase of 2.25 points between T1 and T2, Standard Deviation (SD) 6.31, p = 0.035) compared to controls. The game was liked overall (mean score 77 (SD 24.6) on scale of 0-100) and positive feedback was given. Results indicate that VitaVillage has the potential to be successful as a nutrition education tool. In the future, VitaVillage's content and gameplay will be revised, extended and evaluated for its long-term impact on eating behaviour and knowledge changes.Entities:
Keywords: Australia; children; education; gamification; nutrition; serious games
Mesh:
Year: 2021 PMID: 35011063 PMCID: PMC8746846 DOI: 10.3390/nu14010189
Source DB: PubMed Journal: Nutrients ISSN: 2072-6643 Impact factor: 5.717
Figure 1VitaVillage high-level class diagram.
Figure 2A villager asks the farmer to help them find a snack food high in vitamin C. The player will have to visit the village’s grocery shop. The village shop’s inventory is sorted by vitamins, minerals and dietary fibre. After clicking on a nutrient, a list of associated foods with basic information appears (e.g., Vitamin C lists strawberries, broccoli, potatoes and tomatoes) (see Figure 3).
Figure 3After choosing a nutrient in the shop list, the player can choose to ‘buy’ seeds for the foods that need to be grown, or information appears on where they have to go to acquire the food (e.g., milk is the product under ‘calcium’, for which the player has to milk the cow at their farm.
Figure 4(a) A quiz question pops up after planting the seeds. The crop will grow to full size by correctly answering three questions. (b) After three correct responses, the crop can be harvested and delivered to the NPC villager in return for points towards the ‘town health’ (see top left-hand corner).
Figure 5Flowchart of study design. CNK-AU: the Child Nutrition Knowledge Questionnaire-Australian version.
Descriptive statistics of matched (T1-T2) participants.
| Control Group | Intervention Group | |||||
|---|---|---|---|---|---|---|
| Year 5 | Year 6 | Total | Year 5 | Year 6 | Total | |
| Number of participants | 46 | 48 | 94 | 34 | 41 | 75 |
| Mean age (years) | 10.3 (SD 0.5) | 11.4 (SD 0.5) | 10.9 (SD 0.8) | 10.4 (SD 0.5) | 11.41 (SD 0.6) | 10.9 (SD 0.7) |
| Gender | ||||||
| Male | 22 (47.8%) | 21 (43.8%) | 43 (45.7%) | 12 (35.3%) | 22 (53.7%) | 34 (45.3%) |
| Female | 24 (52.2%) | 26 (54.2%) | 50 (53.2%) | 22 (64.7%) | 19 (46.3%) | 41 (54.7%) |
| Other | 1 (2.1%) | 1 (1.1%) | ||||
SD = Standard Deviation.
Preferred additions to be made to the game, according to the participants.
| What Should Be Added to the Game? |
| % of Participants |
|---|---|---|
| Choice of avatar | 55 | 73% |
| Map of VitaVillage | 49 | 65% |
| VitaVillage currency | 49 | 65% |
| Multiplayer | 46 | 61% |
| Save game | 41 | 55% |
| Different quests (e.g., healthy lunchbox) | 39 | 52% |
| Using day/night | 38 | 51% |
| Theme music | 37 | 49% |
| More interaction | 37 | 49% |
| Other activities | 35 | 47% |
Child Nutrition Knowledge Australian Questionnaire (CNK-AU) scores.
| T1 Control | T2 Control | Change in Knowledge Control Group | T1 Intervention | T2 Intervention | Change in Knowledge Intervention Group | ΔMT2i − ΔMT2c § | ||
|---|---|---|---|---|---|---|---|---|
| M ± SD | M ± SD | ΔM¶ ± SD | M ± SD | M ± SD | ΔM ± SD | Cohen’s d | ||
| Healthy choices | 7.9 ± 1.4 | 7.9 ± 1.3 | 0.0 ± 1.2 | 8.1 ± 1.2 | 7.9 ± 1.5 | −0.2 ± 1.3 | 0.303 | 0.01 |
| AGHE serves | 2.2 ± 1.5 | 2.4 ± 1.3 | 0.2 ± 1.8 | 1.6 ± 0.2 | 2.6 ± 1.5 | 0.9 ± 1.7 * | 0.016 | 0.38 |
| Balanced meals | 2.3 ± 1.0 | 2.1 ± 1.0 | −0.2 ± 0.9 | 1.9 ± 1.0 | 2.2 ± 1.1 | 0.3 ± 1.2 | 0.006 * | 0.45 |
| Nutrient & food functions | 9.3 ± 2.9 | 9.5 ± 3.3 | 0.2 ± 2.9 | 8.9 ± 2.6 | 9.4 ± 3.0 | 0.5 ± 3.7 | 0.626 | 0.08 |
| Food categorisations | 13.5 ± 2.7 | 13.8 ± 2.7 | 0.3 ± 1.6 | 13.9 ± 2.8 | 14.5 ± 2.7 | 0.6 ± 2.4 * | 0.189 | 0.21 |
| Food safety | 7.1 ± 1.0 | 7.1 ± 0.9 | 0.0 ± 0.9 | 7.1 ± 1.2 | 7.1 ± 1.2 | 0.0 ± 0.9 | 0.655 | 0.07 |
| Nutrition labels | 1.1 ± 0.6 | 0.9 ± 0.6 | −0.2 ± 0.4 | 1.0 ± 0.5 | 1.0 ± 0.5 | −0.3 ± 0.5 | 0.282 | 0.17 |
| Food sources | 11.8 ± 1.3 | 12.1 ± 1.2 | 0.3 ± 1.3 | 11.5 ± 2.2 | 11.8 ± 2.0 | 0.3 ± 1.1 | 0.879 | 0.02 |
| TOTAL ** | 55.2 ± 6.1 | 55.9 ± 7.0 | 0.7 ± 4.6 | 54.0 ± 7.6 | 56.3 ± 7.5 | 2.3 ± 6.3 * | 0.035 | 0.35 |
† ΔT2c − T1c = difference in mean scores at T2 compared to T1 for the control group; ΔT2I − T1I = difference in mean scores at T2 compared to T1 for the intervention group. § ΔMT2i − ΔMT2c = difference in mean score for control group at T2 compared to the difference in mean score for the intervention group at T2. M = mean; SD = Standard Deviation; ΔM¶ = Difference in mean. * Significant at p < 0.006. ** TOTAL = sum of all points.