Evaluation of a computer-based game about the glycemic index among college-aged students

Carla K. Miller, Darla V. Lindberg

Research output: Contribution to journalArticle

2 Citations (Scopus)

Abstract

Computer games may be an effective tool for teaching health-related knowledge and skills. This study evaluates the effect of a novel computer game about the glycemic index (GI) on knowledge, self-efficacy, and behavioral intention for adopting a lower GI diet. A pretest-posttest, nonequivalent control group design was employed. Students aged 18-30 years (n = 65) either completed the GI computer game or reviewed US Department of Agriculture's MyPyramid Web site regarding healthy eating guidelines. Participants completed a GI knowledge test, a self-efficacy instrument, and a questionnaire that assessed intentions to choose lower GI food choices. The computer game group showed greater gains than the control group in knowledge (P < .001) and self-efficacy scores (P < .01). Scores regarding behavioral intention also were significantly higher (P < .001) for the game group. A game-based approach may be effective in facilitating the adoption of lower GI food choices.

Original languageEnglish (US)
Pages (from-to)299-306
Number of pages8
JournalTopics in Clinical Nutrition
Volume22
Issue number3
DOIs
StatePublished - Jul 1 2007

Fingerprint

Glycemic Index
Video Games
Students
Self Efficacy
Food
United States Department of Agriculture
Control Groups
Teaching
Guidelines
Diet
Health

All Science Journal Classification (ASJC) codes

  • Nutrition and Dietetics

Cite this

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Evaluation of a computer-based game about the glycemic index among college-aged students. / Miller, Carla K.; Lindberg, Darla V.

In: Topics in Clinical Nutrition, Vol. 22, No. 3, 01.07.2007, p. 299-306.

Research output: Contribution to journalArticle

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