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Using a gamified monitoring app to change adolescents' snack intake : the development of the REWARD app and evaluation design

Wendy Van Lippevelde (UGent) , Nathalie De Cock (UGent) , Carl Lachat (UGent) , Lien Goossens (UGent) , Kathleen Beullens, Steven Eggermont, Leentje Vervoort (UGent) , Caroline Braet (UGent) , Lea Maes (UGent) , Benedicte Deforche (UGent) , et al.
(2016) BMC PUBLIC HEALTH. 16(725). p.2485-2494
Author
Organization
Project
Reward
Abstract
Background: As the snacking pattern of European adolescents is of great concern, effective interventions are necessary. Till now health promotion efforts in children and adolescents have had only limited success in changing adolescents' eating patterns and anthropometrics. Therefore, the present study proposes an innovative approach to influence dietary behaviors in youth based on new insights on effective behavior change strategies and attractive intervention channels to engage adolescents. This article describes the rationale, the development, and evaluation design of the 'Snack Track School' app. The aim of the app is to improve the snacking patterns of Flemish 14- to 16-year olds. Methods: The development of the app was informed by the systematic, stepwise, iterative, and collaborative principles of the Intervention Mapping protocol. A four week mHealth intervention was developed based on the dual-system model with behavioral change strategies targeting both the reflective (i.e., active learning, advance organizers, mere exposure, goal-setting, monitoring, and feedback) and automatic processes (i.e., rewards and positive reinforcement). This intervention will be evaluated via a controlled pre-post design in Flemish schools among 1400 adolescents. Discussion: When this intervention including strategies focused on both the reflective and automatic pathway proves to be effective, it will offer a new scientifically-based vision, guidelines and practical tools for public health and health promotion (i.e., incorporation of learning theories in intervention programs).
Keywords
Nutrition, Adolescents, Snacks, Diet, Obesity, Overweight, Learning theories, Conditioning, Dual-system model, App, mHealth, Intervention, FOOD-FREQUENCY QUESTIONNAIRE, BEHAVIOR-CHANGE, BIS/BAS SCALES, ENERGY-PROJECT, VIDEO GAMES, CHILDREN, VALIDITY, HEALTHY, INTERVENTIONS, DETERMINANTS

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Citation

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Chicago
Van Lippevelde, Wendy, Nathalie De Cock, Carl Lachat, Lien Goossens, Kathleen Beullens, Steven Eggermont, Leentje Vervoort, et al. 2016. “Using a Gamified Monitoring App to Change Adolescents’ Snack Intake : the Development of the REWARD App and Evaluation Design.” Bmc Public Health 16 (725): 2485–2494.
APA
Van Lippevelde, W., De Cock, N., Lachat, C., Goossens, L., Beullens, K., Eggermont, S., Vervoort, L., et al. (2016). Using a gamified monitoring app to change adolescents’ snack intake : the development of the REWARD app and evaluation design. BMC PUBLIC HEALTH, 16(725), 2485–2494.
Vancouver
1.
Van Lippevelde W, De Cock N, Lachat C, Goossens L, Beullens K, Eggermont S, et al. Using a gamified monitoring app to change adolescents’ snack intake : the development of the REWARD app and evaluation design. BMC PUBLIC HEALTH. 2016;16(725):2485–94.
MLA
Van Lippevelde, Wendy, Nathalie De Cock, Carl Lachat, et al. “Using a Gamified Monitoring App to Change Adolescents’ Snack Intake : the Development of the REWARD App and Evaluation Design.” BMC PUBLIC HEALTH 16.725 (2016): 2485–2494. Print.
@article{8130763,
  abstract     = {Background: As the snacking pattern of European adolescents is of great concern, effective interventions are necessary. Till now health promotion efforts in children and adolescents have had only limited success in changing adolescents' eating patterns and anthropometrics. Therefore, the present study proposes an innovative approach to influence dietary behaviors in youth based on new insights on effective behavior change strategies and attractive intervention channels to engage adolescents. This article describes the rationale, the development, and evaluation design of the 'Snack Track School' app. The aim of the app is to improve the snacking patterns of Flemish 14- to 16-year olds. 
Methods: The development of the app was informed by the systematic, stepwise, iterative, and collaborative principles of the Intervention Mapping protocol. A four week mHealth intervention was developed based on the dual-system model with behavioral change strategies targeting both the reflective (i.e., active learning, advance organizers, mere exposure, goal-setting, monitoring, and feedback) and automatic processes (i.e., rewards and positive reinforcement). This intervention will be evaluated via a controlled pre-post design in Flemish schools among 1400 adolescents. 
Discussion: When this intervention including strategies focused on both the reflective and automatic pathway proves to be effective, it will offer a new scientifically-based vision, guidelines and practical tools for public health and health promotion (i.e., incorporation of learning theories in intervention programs).},
  author       = {Van Lippevelde, Wendy and De Cock, Nathalie and Lachat, Carl and Goossens, Lien and Beullens, Kathleen and Eggermont, Steven and Vervoort, Leentje and Braet, Caroline and Maes, Lea and Deforche, Benedicte and Van Camp, John},
  issn         = {1471-2458},
  journal      = {BMC PUBLIC HEALTH},
  keyword      = {Nutrition,Adolescents,Snacks,Diet,Obesity,Overweight,Learning theories,Conditioning,Dual-system model,App,mHealth,Intervention,FOOD-FREQUENCY QUESTIONNAIRE,BEHAVIOR-CHANGE,BIS/BAS SCALES,ENERGY-PROJECT,VIDEO GAMES,CHILDREN,VALIDITY,HEALTHY,INTERVENTIONS,DETERMINANTS},
  language     = {eng},
  number       = {725},
  pages        = {2485--2494},
  title        = {Using a gamified monitoring app to change adolescents' snack intake : the development of the REWARD app and evaluation design},
  url          = {http://dx.doi.org/10.1186/s12889-016-3286-4},
  volume       = {16},
  year         = {2016},
}

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