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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Universidade Federal do Paraná,
2022-09-01T00:00:00Z.
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LEADER | 00000 am a22000003u 4500 | ||
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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. |