Location: Children's Nutrition Research Center2010 Annual Report
1a. Objectives (from AD-416)
Objective 1. Develop and evaluate the effectiveness of a culturally appropriate, web-based, dietary and physical activity intervention for preventing obesity in high school students. Sub-objective 1.A. Complete the development of the intervention and control websites. Sub-objective 1.B. Evaluate the effect of the intervention on anthropometric, dietary and physical activity behaviors and psychosocial – mediating variables. Sub-objective 1.C. Conduct process evaluation of the intervention. Sub-objective 1.D. Determine the long-term impact of the intervention on body weight and dietary and physical activity behaviors in youth. Sub-objective 1.E. Determine the impact of the intervention on body weight and dietary and physical activity behaviors in the control condition youth who gain access to the intervention condition website at 12 months post baseline. Objective 2. Develop and evaluate the effectiveness of novel, multi-media, diet and/or physical activity interventions for preventing obesity in youth. Sub-objective 2.A. Evaluate a 10-episode videogame promoting increased fruit and vegetable consumption to elementary-aged youth. Sub-objective 2.B. Evaluate and refine a hypothesized theoretical model of youth physical activity behavior. Once developed, this model and its validated scales will be used to develop multi-media interventions to help youth become more physically active. Sub-objective 2.C. Validate a scale measuring youth physical activity problem solving ability and examine the relationship between physical activity problem solving ability, physical activity self efficacy, and physical activity. Once developed, this validated scale will be used to develop multi-media interventions to help youth become more physically active.
1b. Approach (from AD-416)
For objective 1, we will develop and evaluate the effectiveness of a culturally appropriate, web-based, dietary and physical activity intervention for preventing obesity in high school students. Weight, dietary and physical activity behaviors, and psychosocial mediating variables will be measured and compared between intervention and control condition participants at baseline and immediate post (post 1) after the 8-week intervention, and at 6- (post 2) and 12-months (post 3) after baseline. A complete process evaluation will be conducted. For the second objective, we will evaluate a 10-episode videogame promoting increased fruit and vegetable consumption to elementary-aged youth. Fruit and vegetable consumption, goal attainment, and psychosocial variables will be measured at baseline, immediate post (post 1), and 6 months later (post 2). A corresponding website for parent/guardians will be developed. We will also evaluate and refine a hypothesized theoretical model of youth physical activity behavior and validate a scale measuring youth physical activity problem solving ability. Once developed, the model and validated scales will be used to guide the development of multi-media interventions to help youth become more physically active.
3. Progress Report
In regard to the development and evaluation of the effectiveness of a culturally appropriate, web-based, dietary and physical activity intervention for preventing obesity in high school students, all of the programming for the Teen Choice: Food and Fitness intervention website was completed and the website has been tested. A website for control condition participants was also created. All of the databases that will record participant logons and which website components are used at each logon were programmed. The questionnaires for the assessments were programmed and tested. Protocols and procedures were created, and recruitment has been initiated. For the evaluation of a 10-episode videogame promoting increased fruit and vegetable (FV) consumption to elementary-aged youth, programming for online parent and child data collection questionnaires was finalized, and the questionnaires were beta tested by staff prior to enrolling participants in the study. Recruitment, enrollment, and data collection activities were initiated, and a total of 800 participants (400 children, 400 parents) were enrolled in the study. A meeting was held with the dietary data collection team, a refresher training on interview skills was conducted, and practice interviews were completed. Children and parents are currently participating in the intervention and data collection activities, including post-intervention interviews. Recruitment, enrollment, and data collection were initiated for the objective of Evaluating and refining a hypothesized theoretical model of youth physical activity (PA) behavior. The recruitment goal of 500 participants was attained; however, after conferring with our statistician, the sample size was increased to 1,000 (500/age group) to enable us to more fully examine model functioning among the two groups. For our objective to Validate a scale measuring youth PA problem solving ability and examine the relationship between PA problem solving ability, PA self efficacy, and PA, the CNRC database of families who have expressed interest in participating in studies was searched for 14- to 17-year olds who qualify for the study, and a recruitment list was generated. A study logo is being developed and will be used on the questionnaire and recruitment materials. The ADODR monitors activities for the project by routine site visits, and review of major purchases of supplies/equipment, use of SCA funds for foreign travel, and submission of grant applications by investigators funded through the SCA.
1. Videogame helps children eat fruit and vegetables. Fruit and vegetables have been associated with reduced risk of chronic diseases, such as certain types of cancer. However, today's children eat less than the recommended amounts of fruit and vegetables each day. Setting a goal and making a plan of how to achieve it may be an effective technique for encouraging healthy eating habits. Investigators at the Children's Nutrition Research Center in Houston, Texas, designed a videogame to test this idea; 400 4th and 5th graders enrolled in a study to see if playing the videogame will help them eat more fruit and vegetables. This research will provide insight into ways to develop videogames that help children make healthy choices.
2. Models are not just found on runways. Youth are less physically active than recommended, with continued decreases throughout childhood and adolescence. Theory can help predict, explain, and understand behavior, and provides a blueprint for intervention research; however, there is not a good theoretical model of youth physical activity. Investigators at the Children's Nutrition Research Center in Houston, Texas, have developed a theoretical model that incorporates factors likely associated with youth physical activity. They are currently conducting a study to see if the model predicts physical activity. Ultimately, this research will provide a tested theoretical model of youth physical activity behavior that can be used to guide research to help youth be more physically active.