Long-term effect of physical activity intervention promoting autonomous practice

2015 ◽  
Author(s):  
Marion Fournier
2005 ◽  
Vol 41 (1) ◽  
pp. 219-225 ◽  
Author(s):  
Kristina Sundquist ◽  
Jan Qvist ◽  
Sven-Erik Johansson ◽  
Jan Sundquist

PLoS ONE ◽  
2014 ◽  
Vol 9 (1) ◽  
pp. e85209 ◽  
Author(s):  
Magdalena Kwaśniewska ◽  
Anna Jegier ◽  
Tomasz Kostka ◽  
Elżbieta Dziankowska-Zaborszczyk ◽  
Ewa Rębowska ◽  
...  

2021 ◽  
pp. 155-164
Author(s):  
Aleksandra Chojnacka ◽  
Magdalena Górnicka ◽  
Kacper Szewczyk

Background. In the group of school-aged children nutritional education (NE) enables an early development of healthy eating habits, which can be transferred to the adult life. Objective. The aim of the study was to assess the long-term effect of a one-time nutritional education, including also culinary workshops, on the level of nutritional knowledge (NK) of early school-aged children as well as to analyse the nutritional content of the children’s books. Material and methods. The study was conducted among second- and third-grade pupils from a primary school in Warsaw (n=76). The level of NK was determined using the same, self-administrated questionnaire at each of the three stages of the study. Results. The level of NK was assumed as very good in 47% of respondents before the education, in 91% immediately after the education, and in 74% six months after it. Out of all 23.0 points (max.) on average 18.1 points were obtained at the first stage, 21.1 points at the second stage and 19.7 points at the third stage (p<0.001). Immediately after the NE and six months after it the level of NK increased significantly (comparing to the first stage) especially on these topics: the daily water requirements and the recommendations on physical activity (p<0.001 for both questions). Conclusions. The results of the study confirmed the effectiveness of a one-time nutritional education on the level of nutritional knowledge. Moreover, results show that in the research group nutritional knowledge about importance of physical activity, adequate nutrition, eating varicoloured vegetables and fruits, screen time limits and distinguishing between healthy and unhealthy products was satisfactory, even at the baseline, but in the main source of fats in a diet, the role of milk products, the effect of having too little water in a diet and the sugar content in food children’s knowledge was not enough.


2020 ◽  
Author(s):  
Alexandre Mazéas ◽  
Martine Duclos ◽  
Bruno Pereira ◽  
Aïna Chalabaev

Background. The use of gamification to change behaviors and promote physical activity is a promising avenue to tackle the global physical inactivity pandemic and the current prevalence of chronic diseases. However, we do not have yet evidence of the effectiveness of gamified interventions with the existence of mixed results in the literature.Objective. This systematic review and meta-analysis aimed to evaluate the effectiveness of gamified interventions and their healthcare potential by testing the scalability and sustainability of their influence on physical activity (PA) and sedentary behaviors (SB).Methods. Five electronic databases (Pubmed, EMBASE, Scopus, Web of Science and CENTRAL) were searched for randomized controlled trials (RCTs) published since 2010. Eligibility criteria were based on components of PICO (participants, interventions, comparators, and outcomes). Studies were included when they used gamified interventions in daily life with an active or inactive control group, and when they assessed a PA or SB outcome. Studies were excluded when the intervention was based on an active video game using a gaming console. We conducted meta-analyses using a random effects model approach. Sensitivity analyses, influence analyses and publication bias analyses were performed to examine the robustness of our results.Results. The main meta-analysis performed on 16 studies and 2407 participants, revealed a small to medium summary effect of gamified interventions on PA behavior (g = 0.42 (95%CI [0.14, 0.69]). No statistical difference was found between different subgroups (adults vs adolescents, healthy participants vs adults with chronic diseases) and no interaction effects with moderators like age, gender or BMI, suggesting good scalability of gamified interventions. Moreover, the effect appears better on the step count (MD = +1609.56 steps per day (95%CI [372.39, 2846.73]) than on moderate-to-vigorous PA (g = 0.31 (95%CI [-0.19, 0.80]). The long-term effect (measured with follow-up averaging 14 weeks after the end of the intervention) is more volatile with a very small to small effect (g = 0.15, [0.07, 0.23]). Conclusions. This meta-analysis confirms that gamified interventions are promising to promote PA in various publics. However, if the effect persists after the end of the program, suggesting that it is not just a novelty effect due to the playful nature of gamification, it seems volatile with a small long-term effect. The integration of gamification in more global healthcare interventions could be a way to address this low sustainability. Future rigorous trials are needed to explore these perspectives.


2020 ◽  
Author(s):  
Alexandre Mazeas ◽  
Martine Duclos ◽  
Bruno Pereira ◽  
Aïna Chalabaev

BACKGROUND The use of gamification to change behaviors and promote physical activity is a promising avenue to tackle the global physical inactivity pandemic and the current prevalence of chronic diseases. However, we do not have yet evidence of the effectiveness of gamified interventions with the existence of mixed results in the literature. OBJECTIVE This systematic review and meta-analysis aimed to evaluate the effectiveness of gamified interventions and their healthcare potential by testing the scalability and sustainability of their influence on physical activity (PA) and sedentary behaviors (SB). METHODS Five electronic databases (Pubmed, EMBASE, Scopus, Web of Science and CENTRAL) were searched for randomized controlled trials (RCTs) published since 2010. Eligibility criteria were based on components of PICO (participants, interventions, comparators, and outcomes). Studies were included when they used gamified interventions in daily life with an active or inactive control group, and when they assessed a PA or SB outcome. Studies were excluded when the intervention was based on an active video game using a gaming console. We conducted meta-analyses using a random effects model approach. Sensitivity analyses, influence analyses and publication bias analyses were performed to examine the robustness of our results. RESULTS The main meta-analysis performed on 16 studies and 2407 participants, revealed a small to medium summary effect of gamified interventions on PA behavior (g = 0.42 (95%CI [0.14, 0.69]). No statistical difference was found between different subgroups (adults vs adolescents, healthy participants vs adults with chronic diseases) and no interaction effects with moderators like age, gender or BMI, suggesting good scalability of gamified interventions. Moreover, the effect appears better on the step count (MD = +1609.56 steps per day (95%CI [372.39, 2846.73]) than on moderate-to-vigorous PA (g = 0.31 (95%CI [-0.19, 0.80]). The long-term effect (measured with follow-up averaging 14 weeks after the end of the intervention) is more volatile with a very small to small effect (g = 0.15, [0.07, 0.23]). CONCLUSIONS This meta-analysis confirms that gamified interventions are promising to promote PA in various publics. However, if the effect persists after the end of the program, suggesting that it is not just a novelty effect due to the playful nature of gamification, it seems volatile with a small long-term effect. The integration of gamification in more global healthcare interventions could be a way to address this low sustainability. Future rigorous trials are needed to explore these perspectives.


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