INTERVENTION STUDY WITH SCHOOLCHILDREN USING THE CARD GAME "THE PYRAMID ENIGMA" ABOUT HEALTHY EATING

Objective: to evaluate the knowledge about healthy eating promoted by educational technology. Method: quasi-experimental (pre/posttest design) performance evaluation study. test design). Participated 204 students, aged between nine and 10 years, from three public schools of Recife-PE-Brazil, in Sept...

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Main Authors: Celia Maria Ribeiro de Vasconcelos (Author), Eliane Maria Ribeiro de Vasconcelos (Author), Vânia Pinheiro Ramos (Author), Ana Lucia Ribeiro de Vasconcelos (Author), Maria Cristina Falcão Raposo (Author), Jefferson Wildes da Silva Moura (Author), Raimundo Valmir de Oliveira (Author)
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Published: Universidade Federal do Paraná, 2022-09-01T00:00:00Z.
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001 doaj_2edb4bbd15d9422da99f477e2bc25bc7
042 |a dc 
100 1 0 |a Celia Maria Ribeiro de Vasconcelos  |e author 
700 1 0 |a Eliane Maria Ribeiro de Vasconcelos  |e author 
700 1 0 |a Vânia Pinheiro Ramos  |e author 
700 1 0 |a Ana Lucia Ribeiro de Vasconcelos  |e author 
700 1 0 |a Maria Cristina Falcão Raposo  |e author 
700 1 0 |a Jefferson Wildes da Silva Moura  |e author 
700 1 0 |a Raimundo Valmir de Oliveira  |e author 
245 0 0 |a INTERVENTION STUDY WITH SCHOOLCHILDREN USING THE CARD GAME "THE PYRAMID ENIGMA" ABOUT HEALTHY EATING 
260 |b Universidade Federal do Paraná,   |c 2022-09-01T00:00:00Z. 
500 |a 10.5380/ce.v27i0.87400 
500 |a 1414-8536 
500 |a 2176-9133 
520 |a Objective: to evaluate the knowledge about healthy eating promoted by educational technology. Method: quasi-experimental (pre/posttest design) performance evaluation study. test design). Participated 204 students, aged between nine and 10 years, from three public schools of Recife-PE-Brazil, in September 2018. Knowledge gain was observed by the following process: decreasing from the Mean Score Observed after the intervention (PMO-2) to the Mean Score Observed before the intervention (PMO-1); dividing the number obtained by PMO-1 and then multiplying the result obtained by 100. Results: before the intervention 16/204 students (7.8%) scored ≥ 7. After the intervention 160/204 students (78.4%) achieved this score. The proportion of students who scored ≤ 5 went from 49/204 (24%) to 1/204 (0.5%). Four students maintained their initial score. The average knowledge gain after a single move was 38.5%. Conclusion: these results proved the effectiveness of the game, and its use promoted socialization among the students. 
546 |a EN 
546 |a ES 
546 |a PT 
690 |a Food and Nutrition Education 
690 |a Health Education 
690 |a Preschool Education 
690 |a Feeding Behavior 
690 |a Educational Technology. 
690 |a Nursing 
690 |a RT1-120 
690 |a Medicine (General) 
690 |a R5-920 
690 |a Public aspects of medicine 
690 |a RA1-1270 
655 7 |a article  |2 local 
786 0 |n Cogitare Enfermagem, Vol 27 (2022) 
787 0 |n https://revistas.ufpr.br/cogitare/article/view/87400 
787 0 |n https://doaj.org/toc/1414-8536 
787 0 |n https://doaj.org/toc/2176-9133 
856 4 1 |u https://doaj.org/article/2edb4bbd15d9422da99f477e2bc25bc7  |z Connect to this object online.