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)

What You Need to Know Before You Apply

What is the purpose of this trial?

This trial explores how digital tools with positive reinforcement, such as praise and gamification, can help children aged 8-12 improve their eating habits. Participants will track their daily intake of fruits, vegetables, and snacks using a digital log. Some will receive praise from caregivers or interact with a virtual pet. The trial aims to determine if these methods make dietary tracking more engaging and effective. This approach, called Enhancing Child Dietary Self-monitoring, focuses on making healthy eating habits more appealing to children. Families with children who frequently eat from at least two of the targeted food groups and have reliable internet access might be a good fit. As an unphased trial, this study offers families the opportunity to contribute to innovative research that could make healthy eating more enjoyable and effective for kids.

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 prior data suggests that this digital dietary self-monitoring log is safe for children?

Research has shown that when caregivers praise children for their eating habits, it encourages them to try new foods and improve their overall diet. Studies indicate that positive parenting and caregiver praise help children eat better and maintain a healthier weight.

Researchers are also studying gamification, which uses game-like elements such as points and virtual pets, to encourage kids to pay attention to their diets. Research suggests that gamification engages children and positively influences their eating habits. For example, interacting with a virtual pet has motivated kids to change their behavior.

Both caregiver praise and gamification are generally well-received because they focus on positive reinforcement. They do not involve medications or physical treatments, making them safe options for promoting healthy eating habits in children.12345

Why are researchers excited about this trial?

Researchers are excited about the "Caregiver Praise + Gamification for Healthy Nutrition" trial because it explores innovative ways to encourage better eating habits in children. Unlike standard methods that might focus solely on education or dietary guidelines, this trial combines self-monitoring with engaging strategies like caregiver praise and gamification. The introduction of a virtual pet that evolves as kids log their food intake adds an element of fun and motivation, making the process more interactive and rewarding. By involving caregivers in a daily praise routine, the trial also aims to strengthen positive reinforcement, which could lead to more consistent healthy eating behaviors in children. This approach could offer a fresh perspective on promoting nutrition, potentially making it more effective and sustainable for families.

What evidence suggests that this trial's treatments could be effective for enhancing child dietary self-monitoring?

Research has shown that incorporating game-like elements in tracking children's diets can increase their interest. In this trial, one group of participants will use a virtual pet that evolves as they log their food intake, earning points and reaching new levels. Different studies have shown this approach helps keep kids focused on healthy eating. Another group will receive praise from caregivers, which, although less frequently studied, can also motivate children by encouraging good habits. Together, these methods aim to make healthy eating more enjoyable and rewarding for children.16789

Are You a Good Fit for This Trial?

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 for a Trial Participant

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)

What Are the Treatments Tested in This Trial?

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.
How Is the Trial Designed?
4Treatment groups
Experimental Treatment
Active Control
Group I: PRAISE+GAMEExperimental Treatment2 Interventions
Group II: PRAISEExperimental Treatment1 Intervention
Group III: GAMEExperimental Treatment1 Intervention
Group IV: BASICActive Control1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

The University of Tennessee, Knoxville

Lead Sponsor

Trials
93
Recruited
19,500+

Published Research Related to This Trial

A study involving 32 young adults revealed that a gamified smartphone app could effectively promote vegetable intake, with participants favoring features like visual guides for tracking vegetable quantities and a simple user interface.
Social media strategies that include appealing food pictures and relatable 'Gen Y' language were found to be the most motivating, suggesting that engaging and visually attractive content is key to encouraging healthier eating habits among young adults.
Exploring young adult perspectives on the use of gamification and social media in a smartphone platform for improving vegetable intake.Nour, MM., Rouf, AS., Allman-Farinelli, M.[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]
Gamification interventions significantly improved children's nutritional knowledge and increased their consumption of fruits and vegetables, as shown in a systematic review of 23 randomized controlled trials.
However, these interventions did not lead to significant changes in body mass index z-scores, indicating that while gamification can enhance knowledge and habits, it may not directly impact weight outcomes.
Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis.Suleiman-Martos, N., García-Lara, RA., Martos-Cabrera, MB., et al.[2021]

Citations

Enhancing Child Digital Dietary Self-Monitoring via ...Caregiver praise was delivered on 12.2 ± 5.8 of 28 days, whereas gamification was delivered on 20.8 ± 12.3 of 28 days. There were no differences in DSM ...
NCT06193967 | Enhancing Child Dietary Self-monitoringThe goal of this clinical trial is to test the usability, acceptability, and preliminary efficacy of a digital dietary self-monitoring (dDSM) log that uses ...
Caregiver Praise + Gamification for Healthy NutritionThe goal of this clinical trial is to test the usability, acceptability, and preliminary efficacy of a digital dietary self-monitoring (dDSM) log that uses ...
Enhancing Child Digital Dietary Self-Monitoring via ...Results: Gamification was implemented significantly more than caregiver praise. Caregiver praise was delivered on 12.2 ± 5.8 of 28 days ...
Pilot Study Results for a Novel Behavior Plus Nutrition ...This pilot study presents results for a parent-based educational intervention targeting mealtime behaviors plus nutrition among families of young children
Positive parenting approaches and their association with child ...The focus of this review is to summarize what is known regarding benefits of positive parenting styles and practices for child eating and weight outcomes.
Childcare staff feeding practices associated with Children's ...The study examined the associations between childcare staff feeding practices and children's willingness-to-try-new-foods.
Parental and Caregiver Feeding Styles and Practices andParental Feeding Practices, Child Diet, and Child Body Mass Index. Nurs Res ... caregiver feeding styles and children's food consumption patterns.
The effectiveness of interventions on changing caregivers' ...We conducted a systematic review and meta-analysis to evaluate the effectiveness of existing interventions targeting caregivers of preschool children.
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