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The use of new technologies for nutritional education in primary schools: a pilot study.
Rosi, A; Dall'Asta, M; Brighenti, F; Del Rio, D; Volta, E; Baroni, I; Nalin, M; Coti Zelati, M; Sanna, A; Scazzina, F.
Afiliación
  • Rosi A; Department of Food Science, University of Parma, Parma, Italy; eServices for Life and Health, Fondazione Centro San Raffaele, Milano, Italy.
  • Dall'Asta M; Department of Food Science, University of Parma, Parma, Italy.
  • Brighenti F; Department of Food Science, University of Parma, Parma, Italy.
  • Del Rio D; Department of Food Science, University of Parma, Parma, Italy; The Need for Nutrition Education/Innovation Programme (NNEdPro), Cambridge, UK.
  • Volta E; Giocampus Steering Committee, Parma, Italy.
  • Baroni I; eServices for Life and Health, Fondazione Centro San Raffaele, Milano, Italy.
  • Nalin M; eServices for Life and Health, Fondazione Centro San Raffaele, Milano, Italy.
  • Coti Zelati M; eServices for Life and Health, Fondazione Centro San Raffaele, Milano, Italy.
  • Sanna A; eServices for Life and Health, Fondazione Centro San Raffaele, Milano, Italy.
  • Scazzina F; Department of Food Science, University of Parma, Parma, Italy; The Need for Nutrition Education/Innovation Programme (NNEdPro), Cambridge, UK. Electronic address: francesca.scazzina@unipr.it.
Public Health ; 140: 50-55, 2016 Nov.
Article en En | MEDLINE | ID: mdl-27756495
ABSTRACT

INTRODUCTION:

The aim of this study was evaluating if the presence of a humanoid robot could improve the efficacy of a game-based, nutritional education intervention. STUDY

DESIGN:

This was a controlled, school-based pilot intervention carried out on fourth-grade school children (8-10 years old). A total of 112 children underwent a game-based nutritional educational lesson on the importance of carbohydrates. For one group (n = 58), the lesson was carried out by a nutritional educator, the Master of Taste (MT), whereas for another group, (n = 54) the Master of Taste was supported by a humanoid robot (MT + NAO). A third group of children (n = 33) served as control not receiving any lesson.

METHODS:

The intervention efficacy was evaluated by questionnaires administered at the beginning and at the end of each intervention. The nutritional knowledge level was evaluated by the cultural-nutritional awareness factor (AF) score.

RESULTS:

A total of 290 questionnaires were analyzed. Both MT and MT + NAO interventions significantly increased nutritional knowledge. At the end of the study, children in the MT and MT + NAO group showed similar AF scores, and the AF scores of both intervention groups were significantly higher than the AF score of the control group.

CONCLUSIONS:

This study showed a significant increase in the nutritional knowledge of children involved in a game-based, single-lesson, educational intervention performed by a figure that has a background in food science. However, the presence of a humanoid robot to support this figure's teaching activity did not result in any significant learning improvement.
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Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Asunto principal: Juego e Implementos de Juego / Robótica / Educación en Salud / Ciencias de la Nutrición Tipo de estudio: Clinical_trials Límite: Child / Female / Humans / Male País/Región como asunto: Europa Idioma: En Revista: Public Health Año: 2016 Tipo del documento: Article País de afiliación: Italia

Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Asunto principal: Juego e Implementos de Juego / Robótica / Educación en Salud / Ciencias de la Nutrición Tipo de estudio: Clinical_trials Límite: Child / Female / Humans / Male País/Región como asunto: Europa Idioma: En Revista: Public Health Año: 2016 Tipo del documento: Article País de afiliación: Italia