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Game-Based Intervention to Improve Knowledge on the Benefits of Fruits and Vegetables of In-School Adolescents Attending the International School, Ibadan, Nigeria
OBJECTIVES: In Southwestern Nigeria, studies have shown that only 6–12% of adolescents met the recommended minimum daily intake of fruits and vegetables. Poor knowledge of the nutritional and health benefits of fruits and vegetables is a major contributor to low consumption of fruits and vegetables....
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Oxford University Press
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9194052/ http://dx.doi.org/10.1093/cdn/nzac065.033 |
Sumario: | OBJECTIVES: In Southwestern Nigeria, studies have shown that only 6–12% of adolescents met the recommended minimum daily intake of fruits and vegetables. Poor knowledge of the nutritional and health benefits of fruits and vegetables is a major contributor to low consumption of fruits and vegetables. Insufficient intake of fruits and vegetables may be an underlying factor in the high prevalence of micronutrient deficiencies among adolescents. This study aimed to improve knowledge on the benefits of fruits and vegetables among in-school adolescents in Ibadan, Nigeria, through a game-based approach. METHODS: This quasi-experimental study was conducted among 40 students of the International School, Ibadan, Nigeria. Data on the knowledge of the benefits of fruits and vegetables of the students was collected pre-and post-intervention, via a semi-structured, self-administered questionnaire. The intervention group (n = 20) was exposed to a gamified nutrition intervention “Nutripoly” while the control group (n = 20) received no intervention. “Nutripoly” is a fruit- and vegetable-themed board game similar to Monopoly, in which players aim to win by becoming the wealthiest based on their knowledge of the benefits of fruits and vegetables to human health. Data were analyzed using descriptive statistics and McNemar's test. RESULTS: The mean age of respondents was 14.9 ± 0.6 years. The study showed that most participants preferred fruits to vegetables. In the experimental group, the proportion of the students with adequate knowledge increased significantly from 30% at baseline, to 95% after the intervention (p = 0.000). In the control group, the change in the proportion of students with adequate knowledge (from 35% at baseline to 40% post-intervention) was not significant (p = 0.250). Preference and love of the participants for fruits and vegetables improved remarkably in the intervention group, as compared to the control group in which there was minimal improvement. CONCLUSIONS: A game-based nutrition education intervention is capable of improving the knowledge of in-school adolescents on the nutritional benefits of fruits and vegetables. Further investigations should be conducted to determine if the game-based intervention can increase the intake of fruits and vegetables among the adolescents. FUNDING SOURCES: The research was self-funded. |
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