672 Participants Needed

Mobile App vs Traditional Education for Healthy Nutrition

JA
JB
Overseen ByJacqueline Brown, MHSc
Age: Any Age
Sex: Any
Trial Phase: Academic
Sponsor: University of Ontario Institute of Technology
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

Will I have to stop taking my current medications?

The trial does not specify whether participants need to stop taking their current medications.

What data supports the effectiveness of the treatment Mobile App vs Traditional Education for Healthy Nutrition?

Research shows that using mobile apps and serious games can improve nutrition knowledge and encourage healthier eating habits. For example, the Foodbot Factory app significantly increased children's nutrition knowledge, suggesting that digital tools can be effective in teaching healthy nutrition.12345

Is the use of mobile apps and serious games for nutrition education safe for humans?

The research on mobile apps and serious games for nutrition education, such as Foodbot Factory and VitaVillage, primarily focuses on their effectiveness in improving nutrition knowledge among children. There is no specific mention of safety concerns, suggesting that these educational tools are generally considered safe for use in humans.14678

How does the Foodbot Factory app differ from traditional nutrition education treatments?

The Foodbot Factory app is unique because it uses a serious game format to engage children in learning about healthy eating, incorporating interactive features like augmented reality and mini-games, which makes it more engaging and fun compared to traditional education methods.12469

What is the purpose of this trial?

This trial will test the hypothesis that a digital curriculum-based nutrition education intervention using the Foodbot Factory serious game (i.e., a game designed for learning) leads to greater student engagement and learning about nutrition, compared to conventional nutrition education (e.g., worksheets), among students in Grades 4 and 5 in Ontario, Canada. This hypothesis is based on existing research suggesting that digital serious games, when well-integrated into the classroom setting, promote greater student engagement, learning and knowledge retention.

Research Team

JA

JoAnne Arcand, PhD, RD

Principal Investigator

University of Ontario Institute of Technology

Eligibility Criteria

This trial is for Grade 4 and 5 classrooms in Ontario, Canada that haven't yet covered the 'Healthy Eating' part of their health curriculum. It's designed to see if a game-based app can make learning about nutrition more engaging for students.

Inclusion Criteria

Classroom is located in a participating school board in Ontario
Grade 4, 4/5 or 5 classroom

Exclusion Criteria

Classroom has already covered the 'Healthy Eating' component of the Ontario Physical Health Education curriculum

Timeline

Screening

Participants are screened for eligibility to participate in the trial

1-2 weeks

Intervention

Participants receive nutrition education lessons using either the Foodbot Factory serious game or conventional learning materials for 35-40 minutes a day for five consecutive days

1 week
5 sessions (in-class)

Follow-up

Participants are monitored for retention of nutrition knowledge and changes in nutrition attitudes and behaviors

3 months

Treatment Details

Interventions

  • Conventional nutrition education intervention
  • Serious game nutrition education intervention
Trial Overview The study compares two ways of teaching kids about healthy eating: using a conventional method like worksheets versus an educational game called Foodbot Factory. The goal is to see which method gets students more interested and helps them learn better.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Experimental (Foodbot Factory) GroupExperimental Treatment1 Intervention
Group II: Control GroupActive Control1 Intervention

Conventional nutrition education intervention is already approved in Canada for the following indications:

🇨🇦
Approved in Canada as Conventional nutrition education for:
  • General nutrition education for children

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Ontario Institute of Technology

Lead Sponsor

Trials
10
Recruited
10,400+

Canadian Institutes of Health Research (CIHR)

Collaborator

Trials
1,417
Recruited
26,550,000+

Findings from Research

A scoping review of 22 publications on nutrition education games found that while most studies reported positive outcomes in dietary behavior change and knowledge, the overall quality of research was poor, limiting the ability to conduct a meta-analysis.
The review highlights the need for more rigorous research to better evaluate the effectiveness of these games in promoting healthy dietary behaviors, as current studies show significant diversity in design and outcomes.
Nutrition Education and Dietary Behavior Change Games: A Scoping Review.Baranowski, T., Ryan, C., Hoyos-Cespedes, A., et al.[2023]
A systematic review of nutrition apps found that while they can lead to increased adherence to diet monitoring and some weight loss advantages, the evidence is limited, with only four studies meeting the inclusion criteria.
Most studies focused on weight loss rather than improving nutrition knowledge, and the outcomes were inconsistent, indicating a need for further research that incorporates behavioral theories into app design.
The use of mobile apps to improve nutrition outcomes: A systematic literature review.DiFilippo, KN., Huang, WH., Andrade, JE., et al.[2022]
The Nutri-Expert nutritional education software significantly improved dietetic knowledge among obese patients compared to traditional management, as shown in a study with 557 participants over one year.
Both the Nutri-Expert group and the traditional management group experienced significant improvements in BMI and dietary habits, indicating that while Nutri-Expert enhances knowledge, it does not lead to greater weight loss compared to standard care.
Multicenter randomized evaluation of a nutritional education software in obese patients.Turnin, MC., Bourgeois, O., Cathelineau, G., et al.[2016]

References

Nutrition Education and Dietary Behavior Change Games: A Scoping Review. [2023]
The use of mobile apps to improve nutrition outcomes: A systematic literature review. [2022]
Multicenter randomized evaluation of a nutritional education software in obese patients. [2016]
The Effectiveness of the Foodbot Factory Mobile Serious Game on Increasing Nutrition Knowledge in Children. [2021]
Biomarker evaluation does not confirm efficacy of computer-tailored nutrition education. [2015]
Updating the Foodbot Factory serious game with new interactive engaging features and enhanced educational content. [2023]
Feasibility and Acceptability of 'VitaVillage': A Serious Game for Nutrition Education. [2022]
Short-Term Effects of the Serious Game "Fit, Food, Fun" on Nutritional Knowledge: A Pilot Study among Children and Adolescents. [2020]
SAlBi educa (Tailored Nutrition App for Improving Dietary Habits): Initial Evaluation of Usability. [2023]
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