The WAVE ~Ripples for Change Obesity Prevention in Active Youth in Afterschool Programs Using Virtual- and Real-World Experiential Learning Siew Sun Wong, PhD Assistant Professor & Extension Nutrition Specialist 6/1/2013 - 5/31/2018 USDA-NIFA AFRI Award No. 2013-67001-20418 Neytiri Jake Sully “I see you.” Virtual World Physical World HYPOTHESIS The synergy from face-to-face learning in the Physical World, combined with immersive learning in the Virtual World is better than the Physical World alone in preventing unhealthy weight gain among athletic youth (14-19 years old) over a 2-year obesity prevention intervention. Metaverse Augmented Reality Virtual Worlds Physical World Internet Virtual Space Physical Space Persuasive Technology for Human Well Being Persuasive technology is a class of technologies that are intentionally designed to change a person’s attitude of behavior. Importantly, persuasion implies a voluntary change of behavior of attitude or both. If force (coercion) or misinformation (deception) are used, these would fall outside of the realm of persuasive technology. Source: W. Ijsselsteijn et al. (Eds): Persuasive 2006, LNCS 3962, pp. 1-5. To develop, evaluate, and compare the effectiveness of physical- and virtual-world learning environments that are integrated into a 2-year PAN-FCS life-skill-building intervention for obesity prevention among active youth ages 14-19. G AL BJECTIVES Project Year 1 PAN-FCS Curriculum Virtual Learning Environments Software and Wearable Body Sensors 2 3 Intervention vs. Comparison 4 5 Results and Resource Disseminations Outcome Variables Primary: • Increased physical activity (>60 minutes per day at 3-MET) • Decreased sedentary behavior • Meeting MyPlate recommendations Secondary: • Body Mass Index (BMI) Organization Project Coordinator Advisory Committee Behavioral Epidemiologists Project Director & Co-Project Director NIFA AFRI WAVE Team Members (1) PIs Siew Sun Wong, PhD (Lead-PI) Melinda Manore, PhD, RD, CSSD (Co-PI) (2) Health Team Melinda Manore, PhD, RD, CSSD (Leader) Kari Pilolla, PhD, RD (Leader) Karen Swanger (KidSpirit) Mary Arnold, PhD (Yay 4-H) *Ian Dixon McDonald (Marion-Polk Food Share) *Laura Seman, MPH (Cooking Matters) *Lori Sobelson (Bob’s Red Mill) *(3) Advisory Committee (5 members) (4) Field Team Tonya Johnson, MPH (Leader) Cristian Curiel Mario Magana, MAIS (4) Project Coordinator Gretchen Dursch, MA *External (5) Biostatistician *Bo Zhang, PhD (Food & Drug Administration) (6) Sensor Team Christopher Scaffidi, PhD (Leader) Patrick Chiang, PhD (Leader) (7) Virtual Learning Environment Team Jon Dorbolo, PhD (Leader) * Anne Ogborn Kimmy Hescock (8) San Diego State University CBEACH *Melbourne Hovell, PhD, MPH (Leader) *Jennifer Jones, MPH *Katherine Schmidt, MPH Methods and Materials 1. Education Modules • PAN-FCS (Physical Activity, Nutrition, and Family and Consumer Sciences) curriculum for youth and primary caregivers • Virtual learning environments for youth Methods & Materials (cont.) 2. Wearable body sensors PA (sleep, intensity), heart rate, location 3. Body sensor data collection system Android platform, WAVEPipe 4. Anthropometry Height, weight, body fat Target Audiences High School Boys & Girls Soccer Teams in Oregon (ages 14-19) Athletic Peer Educators who are trained in nutrition, exercise science and/or public health Parents/Primary Caregivers Sample Size for 2-Yr Intervention Team size: 18 players per team Pilot Study Males WAVE Study Females Males Females Intervention Group *1 Team *1 Team *10 Teams *10 Teams Comparison Group 1 Team 1 Team 4 Teams 4 Teams 2 Teams 2 Teams 14 Teams 14 Teams Subtotal Total 4 Teams 28 Teams *Primary caregivers in the intervention group will be recruited in the study. Assessments Nutrition Physical Activity Psychosocial Demography Anthropometry Program Evaluation MILESTONES Lessons Learned 1. Decide on the design alternatives (e.g., fantasy vs. realistic) for the virtual world before you brainstorm for learning activities. Sign off what we agree. Move on. 2. Meet with IRB often. Be kind and respectful to them. 3. Learn new technical terms in each others’ disciplines. When in doubt, ask. Do not assume. 4. Keep the project narrative updated. 5. Share action-oriented minutes from team meetings. 6. Conclusion The WAVE project will… 1. Contribute to new knowledge of behavior, social, cultural and environment through sports nutrition in the physical and virtual worlds using persuasive technology. 2. Target childhood obesity prevention at the individual, peer, family, and community levels through high school soccer programs, focusing on knowledge and skillbuilding that support optimal soccer performance. “Dream it and we will build it!” Jon Louis Dorbolo, PhD WAVE Virtual Learning Environment Team Leader Thank You Contact: Siew Sun Wong [email protected] Tel: 541-737-5855 Poster #UP 46 July 1, 2014 (today) 11 AM - 12:30 PM Interacting in the Virtual Worlds Keyboard & Mouse Body sensors Goggle & joystick Photo courtesy of http://www.hhs.gov/, http://www2.ljworld.com, http://www.evl.uic.edu
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