80 Participants Needed

Caregiver Praise + Gamification for Healthy Nutrition

LG
HR
Overseen ByHollie Raynor, PhD
Age: Any Age
Sex: Any
Trial Phase: Academic
Sponsor: The University of Tennessee, Knoxville
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 information does not specify whether participants need to stop taking their current medications.

What data supports the effectiveness of the treatment Enhancing Child Dietary Self-monitoring?

Research shows that using gamification (adding game-like elements) can help children eat more fruits and vegetables and improve their knowledge about healthy eating. Studies found that children who participated in game-based interventions increased their fruit and vegetable intake and were more willing to try new foods.12345

Is the Caregiver Praise + Gamification for Healthy Nutrition treatment safe for humans?

The research articles do not provide specific safety data for the Caregiver Praise + Gamification for Healthy Nutrition treatment, but similar gamification approaches in schools have been well-received by teachers and students, suggesting they are generally safe and enjoyable.56789

How does the treatment 'Enhancing Child Dietary Self-monitoring' differ from other treatments for improving child nutrition?

This treatment is unique because it combines caregiver praise with gamification, using a phone app to encourage children to monitor their own eating habits. Unlike traditional methods, it leverages technology and positive reinforcement to make healthy eating more engaging and self-directed for children.17101112

What is the purpose of this trial?

The goal of this clinical trial is to test the usability, acceptability, and preliminary efficacy of a digital dietary self-monitoring (dDSM) log that uses positive reinforcement strategies (caregiver praise and gamification) to improve child engagement in DSM. The main aims are to:* Examine the usability of a dDSM log that uses positive reinforcement (praise and gamification) among children 8-12 years and their adult caregivers.* Examine the acceptability of a dDSM log that uses positive reinforcement (praise and gamification) among children 8-12 years and their adult caregivers* Conduct a proof-of-concept trial that examines the effects of positive reinforcement on child DSM behaviors.* Explore differences in children's intrinsic motivation.Participating children will be instructed to self-monitor their daily intake of targeted food groups (fruits, vegetables, sweet and salty snack foods, and sugar-sweetened beverages) for 4 weeks using a personal web-based DSM log. Each child-caregiver dyad will be randomly assigned to 1 of 4 conditions: BASIC, PRAISE, GAME, or PRAISE+GAME. For PRAISE and PRAISE+GAME conditions, caregivers will be instructed to provide daily process praise to their child related to DSM behaviors. For GAME and PRAISE+GAME conditions, logs will integrate three game mechanics: points, levels, and a virtual pet. Points will be accumulated for engaging in DSM behaviors, and accrual of points will evolve a virtual pet over time.

Eligibility Criteria

This trial is for families with children aged 8-12 who are overweight or obese and regularly consume foods from at least two of the following groups: fruits, vegetables, sweet/salty snacks, and sugary drinks. They must have reliable internet access and an adult caregiver willing to participate.

Inclusion Criteria

Your family can easily use the internet on a phone, computer, or other device that your child is allowed to use.
My child is 8-12 years old, overweight, and we eat certain unhealthy foods regularly.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

1 week
1 visit (virtual)

Orientation and Baseline Assessment

Families attend an orientation session, complete consent/assent, and baseline assessment measures

1 week
1 visit (in-person)

Treatment

Children self-monitor their dietary intake using a digital log with positive reinforcement strategies for 4 weeks

4 weeks
Daily self-monitoring

Follow-up

Participants complete follow-up assessments and receive feedback on dietary intake

1 week
1 visit (virtual)

Treatment Details

Interventions

  • Enhancing Child Dietary Self-monitoring
Trial Overview The study tests a digital dietary self-monitoring log that encourages kids to track their food intake using praise from caregivers and game-like features. Children will be randomly placed in one of four groups to see which method boosts engagement in healthy eating habits.
Participant Groups
4Treatment groups
Experimental Treatment
Active Control
Group I: PRAISE+GAMEExperimental Treatment2 Interventions
In addition to conditions of the BASIC group, caregivers will also be asked to provide praise to their child for engaging in DSM over the 4 weeks. Additionally, when the caregiver completes caregiver check-ins in the DSM log, they will receive a prompt to also complete a praise check-in. The child's log will also include a virtual pet that evolves over time as he/she uses the log. As the child earns points, the pet will level up and grow over time.
Group II: PRAISEExperimental Treatment1 Intervention
In addition to conditions of the BASIC group, caregivers will also be asked to provide praise to their child for engaging in DSM over the 4 weeks. Additionally, when the caregiver completes caregiver check-ins in the DSM log, they will receive a prompt to also complete a praise check-in.
Group III: GAMEExperimental Treatment1 Intervention
In addition to the conditions of the BASIC group, the child's log will also include a virtual pet that evolves over time as he/she uses the log. As the child earns points, the pet will level up and grow over time.
Group IV: BASICActive Control1 Intervention
Children will be asked to track their intake of fruits, vegetables, sweet and salty snack foods, and sugary drinks in the web-based dietary self-monitoring (DSM) log for 4 weeks. Each child will be provided with a personal URL to access their log, which can be accessed from any internet-capable device (computer, phone, etc.). Caregivers will be asked to review their child's log each day and complete a caregiver check-in in the DSM log.

Find a Clinic Near You

Who Is Running the Clinical Trial?

The University of Tennessee, Knoxville

Lead Sponsor

Trials
93
Recruited
19,500+

Findings from Research

The pilot study involving 45 children aged 5 to 6 years showed that the digital game 'Veggies4myHeart' effectively increased children's willingness to taste red cabbage and improved overall vegetable preference scores after repeated tasting and education sessions.
Teachers found the game to be an acceptable tool for promoting vegetable consumption in schools, indicating potential for broader implementation, although further research is needed to confirm its effectiveness.
Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study.Bucher Della Torre, S., Lages, M., Dias, SS., et al.[2023]
Computer- and web-based interventions can effectively improve eating behaviors and diet-related physical outcomes in children and adolescents, as shown in a systematic review of 15 studies.
To enhance the success of these interventions, strategies such as conducting them in schools and providing individually tailored feedback are beneficial, although long-term maintenance of changes remains a challenge.
Computer- and web-based interventions to promote healthy eating among children and adolescents: a systematic review.Hamel, LM., Robbins, LB.[2018]
Fourth grade students who participated in the Squire's Quest! intervention increased their fruit, juice, and vegetable consumption by an average of 1.0 serving per day compared to those in the control group.
The intervention specifically led to significant increases in fruit and 100% fruit juice consumption during snacks and regular vegetable intake at lunch, indicating that targeted meal times can effectively promote healthier eating habits.
Squire's Quest: intervention changes occurred at lunch and snack meals.Cullen, KW., Watson, K., Baranowski, T., et al.[2015]

References

Translating and Testing a Digital Game Promoting Vegetable Consumption in Young Children: Usability Study. [2023]
Computer- and web-based interventions to promote healthy eating among children and adolescents: a systematic review. [2018]
Squire's Quest: intervention changes occurred at lunch and snack meals. [2015]
Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis. [2021]
Gamification of dietary decision-making in an elementary-school cafeteria. [2022]
Simulated adaptations to an adult dietary self-report tool to accommodate children: impact on nutrient estimates. [2021]
Crowdsourcing for self-monitoring: Using the Traffic Light Diet and crowdsourcing to provide dietary feedback. [2022]
Iterative Development of an Online Dietary Recall Tool: INTAKE24. [2022]
A Randomized Controlled Trial Evaluating the FIT Game's Efficacy in Increasing Fruit and Vegetable Consumption. [2021]
Process Evaluation of Food Game: A Gamified School-Based Intervention to Promote Healthier and More Sustainable Dietary Choices. [2023]
Measuring adherence, acceptability and likability of an artificial-intelligence-based, gamified phone application to improve the quality of dietary choices of adolescents in Ghana and Vietnam: Protocol of a randomized controlled pilot test. [2022]
Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake. [2018]
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