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Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study

There are currently serious video games for children for a broad set of applications, such as STEM education, obesity prevention, nutrition education, chronic diseases, psychiatry, learning disabilities, and cognitive development [9-14].While there is a growing

Ismael Edrein Espinosa-Curiel, Edgar Efrén Pozas-Bogarin, Juan Martínez-Miranda, Humberto Pérez-Espinosa

JMIR Serious Games 2020;8(3):e21813

A Shared Mealtime Approach to Improving Social and Nutritional Functioning Among Older Adults Living Alone: Study Protocol for a Randomized Controlled Trial

A Shared Mealtime Approach to Improving Social and Nutritional Functioning Among Older Adults Living Alone: Study Protocol for a Randomized Controlled Trial

The Generalised Self-Efficacy Scale [37], Nutrition Self-Efficacy Scale [38], and Health Beliefs Survey [39] will all be used to evaluate these variables across all participants, across the four measurement points.Energy IntakeEnergy intake in kilocalories

Joanna McHugh, Olga Lee, Niamh Aspell, Brian A Lawlor, Sabina Brennan

JMIR Res Protoc 2015;4(2):e43

Novel Digital Architecture of a “Low Carb Program” for Initiating and Maintaining Long-Term Sustainable Health-Promoting Behavior Change in Patients with Type 2 Diabetes

Novel Digital Architecture of a “Low Carb Program” for Initiating and Maintaining Long-Term Sustainable Health-Promoting Behavior Change in Patients with Type 2 Diabetes

select a health goal and input their current health status and demographics including age, gender, ethnicity, and dietary preferences—all of which are used to personalize the participant’s experience of the platform.Participants are given access to therapeutic nutrition

Charlotte Summers, Kristina Curtis

JMIR Diabetes 2020;5(1):e15030

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University

Serious Games for Nutritional Education: Online Survey on Preferences, Motives, and Behaviors Among Young Adults at University

Questions (closed, semi-open, open; single or multiple choice) referred to nutrition (16 questions), digital games (22 questions), personal characteristics (8 questions), and feedback (1 field).

Sophie Laura Holzmann, Hanna Schäfer, David Alexander Plecher, Lynne Stecher, Gudrun Johanna Klinker, Georg Groh, Hans Hauner, Christina Holzapfel

JMIR Serious Games 2020;8(2):e16216

Demographic, Behavioral, and Psychosocial Correlates of Using the Website Component of a Worksite Physical Activity and Healthy Nutrition Promotion Program: A Longitudinal Study

Demographic, Behavioral, and Psychosocial Correlates of Using the Website Component of a Worksite Physical Activity and Healthy Nutrition Promotion Program: A Longitudinal Study

IntroductionThere are indications that Internet-delivered interventions may be effective in improving physical activity, healthy nutrition, and weight reduction [1-5].

Suzan JW Robroek, Wendy Brouwer, Dennis Lindeboom, Anke Oenema, Alex Burdorf

J Med Internet Res 2010;12(3):e44