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USDA/ARS Children's Nutrition Research Center at Baylor College of Medicine

Consumer News--Nutrition & Your Child

   

   

Volume 1, 2003



Winners Of Kids' Computer Game Take Home Better Diet

Sitting in front of a computer, fourth-graders battled snakes and moles to save the kingdom -- and improved their diets in the process. Sitting in front of a computer, fourth-graders battled snakes and moles to save the kingdom -- and improved their diets in the process.

A multimedia game developed by CNRC behavioral nutrition researchers successfully increased the fruit and vegetable consumption of elementary school students.

"Students who played 'Squire's Quest!' were eating an extra serving a day of fruit, juice or vegetables after five weeks," said Dr. Thomas Baranowski, the study's lead author and a professor of pediatrics at Baylor College of Medicine. "This interactive game worked in educating kids about nutrition needs in a fun way."

The results of the study were published in the American Journal of Preventive Medicine.

Nutrition experts and educators need innovative programs to increase the fruit, juice and vegetable intake of children, which is lower than the recommended five servings a day, Baranowski said.

In Squire's Quest!, the kingdom of 5ALot is invaded by snakes and moles attempting to destroy the fruit and vegetable crops. The king and queen enlist the help of squires who face challenges related to eating more fruits, juice and vegetables.

The student 'squires' gained points by preparing recipes in a virtual kitchen. At the end of the session, the students set goals of making that recipe at home, eating another serving of fruit, juice or vegetables at a meal or as a snack or asking for a favorite fruit, juice or vegetable to be more available at home.

In the next session of the game, the child was rewarded with points if the goal was met.

"Children need to be exposed to the five-a-day message in multiple ways, and the message must be repeated several times throughout childhood," he said.

The study involved 1,578 students, divided into a participating group and a control group. Four days of dietary intake were assessed before and after the start of the 10-session game.

"It appears that the fun aspect of the program kept the attention of the students and led to the change in eating habits," Baranowski said.


 

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