Bulletin of the Graduate School of Education, Hiroshima University. Part 1, Learning and curriculum development Issue 58
2009-12-25 発行


Effectiveness of Using a Portable Video Game for Promoting Healthy Dietary Behavior among College Students
Shiba, Eri
Currently the use of new technologies takes on a growing importance in education. This study assessed the effectiveness of a 2-week intervention using portable video game machine "Nintendo DS" and the software "Koharu no DS Uchigohan (Koharu' s DS home cooking)" to increase knowledge and consciousness of cooking and to promote healthier dietary behavior among college students. A pretest was administered to participants before the intervention. In addition to the same test, the questionnaire about Nintendo DS and the software were given as posttest after the intervention. Participants received a Nintendo DS with the software during the intervention. The questionnaire consisted of measures assessing stages of change for healthier eating, use of Nintendo DS and the software, self-efficacy in cooking (including "Interest in cooking", "Cooking skills", and "Knowledge about cooking"), and food intakes (using Food Frequency Questionnaire). Data was provided by the sample of 60 participants (mean age =19.6, SD = 0.72). Significant intervention's effects were found for "self-efficacy in cooking" ("Cooking skills" and "Knowledge about cooking"), although food intakes showed no significant differences in pre and post intervention. These results suggest that this intervention for healthy dietary behavior may have a positive influence on college students' knowledge and consciousness of cooking.
dietary behavior
portable video game machine
Nintendo DS
stages of change