Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Intervention targets youth ages 14 - 19 participating in soccer teams. The intervention group will be given face to face nutrition lessons and have access to an online immersive learning environment. The comparison group will not. The project will test if the immersive learning environment is effective in preventing unhealthy weight gain.
Active youth are just as likely to develop poor dietary habits that can contribute to obesity later in life, after high school sports has ended. However, youth in sports may provide a key "window of opportunity" to teach them about eating health foods if that information is tied to sport performance. This project will test to see if that is true.
The virtual world is an idea medium for learning for this project. The project will test whether it indeed can result in behavior change more effectively than just more traditional face to face learning.
Not provided
Not provided
Not provided
Not provided
| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Intervention Group | Experimental | All intervention youth participants will receive three components:
|
|
| Comparison | Active Comparator | All comparison youth participants will only receive one component: 1) Newsletters |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Nutrition lessons | Behavioral | Face-to-face interactive group lessons delivered in the classroom. |
|
| Measure | Description | Time Frame |
|---|---|---|
| Nutrition: Meet specific good groups dietary recommendation/guideline for fruit, vegetables, fat, and sugar intakes. | Intakes of fat, sugar, fruits and vegetables are measured by self-reported screener using the Block Food Frequency Questionnaires (FFQ). Change in intake frequencies are compared baseline, 12 and 24 months later. | Change from baseline at 12 and 24 months later |
| Physical activity: Meet moderate to vigorous physical activity (MVPA) recommendation. | MVPA is measured by total steps and minutes per day with the use of a wearable lifestyle tracker such as the Fitbit. Average steps during soccer season and outside soccer season are compared. | Change from baseline at 12 and 24 months later |
| Sleep about 8 hours/day. | Together with MVPA, sleep is measured by average number of sleep hours per day as self-reported by participants via written and/or electronic surveys . | Change from baseline at 12 and 24 months later |
| Measure | Description | Time Frame |
|---|---|---|
| Growth-adjusted Body Mass Index (kg/m2) | Height and body weight are measured using a stadiometer (SECA 217, SECA Corp., Singapore) and a Tanita scale (TM-300A, Tanita Corp., Itabashi-Ku, Tokyo, Japan). | Change from baseline at 12 and 24 months later |
Not provided
Inclusion Criteria:
Exclusion Criteria:
Not provided
Not provided
Not provided
Not provided
Not provided
| Name | Affiliation | Role |
|---|---|---|
| Siew Sun Wong, PhD | OSU | Principal Investigator |
| Melinda M Manore, PhD, RD | OSU | Principal Investigator |
Not provided
We will provide IPD (with participant's full name deidentified with a unique ID) upon request after the completion of the study for research and education purpose (not for-profit/commercial use). Types of data available include demography, anthropometry, nutrition, physical activity, sleep, psychosocial, and knowledge in sports nutrition.
The data will become available in 2019 for up to two years.
All requests will be sent to the Lead PD (Wong) and approval will be made jointly by both PD Wong & Manore.
Not provided
Not provided
| ID | Term |
|---|---|
| D009043 | Motor Activity |
| ID | Term |
|---|---|
| D001519 | Behavior |
Not provided
Not provided
There is one intervention group and one comparison group.
Not provided
Not provided
Not provided
Not provided
| Virtual world learning environment | Behavioral | Every participant has their own unique avatar in the virtual world learning environment named Rippleville. They can choose to complete quests, watch archived nutrition video lessons, explore, and socialize with other avatars. They receive rewards (Rippleville dollar and badges) for their efforts. |
|
|
| Newsletter | Other | All participants in the intervention and comparison groups receive up to 10 professional newsletters on topics related to sports nutrition and performance, healthy eating and active living tips. |
|