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Published on: July 3, 2021
Rango Cards, a digital game designed to promote a healthy diet: a randomized study protocol
Carolina Martins Dos Santos Chagas1, Tiago Barros Pontes E Silva2, Luiggi Monteiro Reffatti3
1University of Brasilia School of Health Sciences, Darcy Ribeiro College Campus, Brasilia, Federal District, Postal Code 70910-900, Brazil. carolina.nutricionista@gmail.com.
This study introduces Rango Cards, a digital game designed to promote healthy eating habits among adolescents in Brazil. The game aims to improve nutrition knowledge and encourage healthier food choices through engaging gameplay.
Area of Science:
- Nutrition Science
- Educational Technology
- Adolescent Health
Background:
- Innovative methods are crucial for effective food and nutrition education targeting young audiences.
- Digital games offer an engaging and motivating platform for learning, particularly for adolescents who readily adopt new technologies.
- Adapting dietary guidelines into behavioral change strategies presents a challenge, where game-based learning shows promise.
Purpose of the Study:
- To outline a nutritional intervention using a digital card game for school-aged adolescents in the Federal District, Brazil.
- To promote healthy dietary practices through an innovative, game-based learning approach.
- To evaluate the impact of the digital game on adolescents' food knowledge and self-efficacy in adopting healthy habits.
Main Methods:
- A randomized controlled trial involving adolescents in private schools in the Federal District, Brazil.
- Intervention group received the 'Rango Cards' digital game, designed with Brazilian dietary guidelines.
- Control group received no intervention; both groups completed pre- and post-intervention questionnaires.
Main Results:
- The 'Rango Cards' game is designed to educate adolescents on adequate and healthy diets in a playful context.
- Game mechanics, including food/meal cards and habit challenges, are structured to enhance the learning experience.
- Anticipated outcomes include improved food knowledge and increased self-efficacy for healthy eating practices.
Conclusions:
- The digital card game 'Rango Cards' serves as a novel food and nutrition education tool.
- The game is expected to foster autonomy, motivation, and enjoyment in learning about healthy eating.
- This intervention has the potential to contribute to appropriate dietary consumption among adolescents.
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