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Research Quarterly for Exercise and Sport | 1993

Observations on Physical Activity in Physical Locations: Ager Gender, Ethnicity, and Month Effects

Tom Baranowski; William O. Thompson; Robert H DuRant; Janice Baranowski; Jackie Puhl

The level of physical activity of 3- and 4-year-old children was assessed in alternative physical locations by month and time of day and by age, gender, and ethnicity. Physical activity was assessed by observation with the Childrens Activity Rating Scale (CARS) for up to 12 hours from 7:00 am to 7:00 pm. A sample of 191 three- and four-year-old children was observed for up to four times in the course of a year. The sample was tri-ethnic. Boys were significantly more active than girls. Activity was consistently higher outside than inside. There were significant differences in the amount of time children in this age group spent inside versus outside by time of year; the activity levels of boys and girls differed by time of year, particularly when outside. A model including gender, month, and location terms accounted for 75% of the variance in physical activity. These data further documented gender differences in physical activity among very young children using measures not subject to self-report biases but did not explain or clarify the gender differences. The substantial differences by physical location and time of year deserve future attention, but more refined methods will be needed to balance data by location and important seasonal times. An inference from these results is that activity levels among young children may be increased by encouraging them to spend more time outdoors.


Health Education & Behavior | 2000

Gimme 5 Fruit, Juice, and Vegetables for Fun and Health: Outcome Evaluation

Tom Baranowski; Marsha Davis; Ken Resnicow; Janice Baranowski; Colleen Doyle; Lillian S. Lin; Matthew Smith; Dongqing Terry Wang

A theory-based multicomponent intervention (Gimme 5) was designed and implemented to impact fourth- and fifth-grade children’s fruit, juice, and vegetable (FJV) consumption and related psychosocial variables. Gimme 5 was a randomized controlled intervention trial with school (n = 16 elementary) as unit of random assignment and analysis. Participants included the cohort of students who were in the third grade in the winter of 1994 and students who joined them in the fourth and fifth grades. The intervention included a curriculum, newsletters, videotapes, and point-of-purchase education. Evaluation included 7-day food records and psychosocial measures from students, telephone interviews with parents, and observational assessments. Favorable results were observed for consumption of FJV combined, FJV consumed at weekday lunch, eating FJV self-efficacy, social norms, asking behaviors, and knowledge. A theory-based school nutrition education program can help change children’s FJV consumption and impact factors at home that predispose to FJV consumption, but changes were small, and their persistence is unknown.


American Journal of Preventive Medicine | 2003

Squire's Quest! Dietary Outcome Evaluation of a Multimedia Game

Tom Baranowski; Janice Baranowski; Karen Weber Cullen; Tara Marsh; Noemi Islam; Issa Zakeri; Lauren Honess-Morreale; Carl deMoor

BACKGROUND Fruit, juice, and vegetable (FJV) consumption among children is low. Innovative programs are needed to enable children to increase FJV intake. Psychoeducational multimedia permits the delivery of interventions as designed and capitalizes on known behavior change principles. DESIGN Elementary school was the unit of recruitment, assignment, and analysis. Twenty-six elementary schools were pair matched on size and percentage of free or reduced-price lunch, and randomly assigned to treatment or control groups. Data were collected just before and just after the program. SETTING/PARTICIPANTS All fourth-grade students in participating elementary schools were invited to participate. Data were collected on 1578 students. MAIN OUTCOME Servings of fruit, 100% juice, and vegetables consumed. INTERVENTION Squires Quest! is a ten-session, psychoeducational, multimedia game delivered over 5 weeks, with each session lasting about 25 minutes. Based on social cognitive theory, educational activities attempted to increase preferences for FJV through multiple exposures and associating fun with their consumption, increase asking behaviors for FJV at home and while eating out, and increase skills in FJV preparation through making virtual recipes. MEASURES Four days of dietary intake were assessed before and after the intervention. Assessment was made by the Food Intake Recording Software System (FIRSSt), which conducts a multiple pass, 24-hour dietary intake interview directly with the children. RESULTS Children participating in Squires Quest! increased their FJV consumption by 1.0 servings more than the children not receiving the program. CONCLUSIONS Psychoeducational multimedia games have the potential to substantially change dietary behavior. More research is warranted.


Health Psychology | 1997

Social-Cognitive Predictors of Fruit and Vegetable Intake in Children

Ken Resnicow; Marsha Davis-Hearn; Matthew Lee Smith; Tom Baranowski; Lillian S. Lin; Janice Baranowski; Colleen Doyle; Dongqing Terry Wang

Social-cognitive theory (SCT) was used to explain the fruit and vegetable intake of 1,398 3rd graders. SCT variables assessed included self-efficacy, outcome expectations, preferences, social norms, asking skills, and knowledge. Fruit and vegetable intake was assessed with 7-day records. Bivariate correlations with fruit and vegetable intake ranged from .17 for asking skills to .29 for fruit and vegetable preferences. In analyses controlling for school-level clustering, only preferences and positive outcome expectations remained significantly associated with fruit and vegetable intake, accounting for approximately 10%-11% of the variance. Limitations in the conceptualization, scope, and measurement of the variables assessed may have contributed to the weak associations observed. Models incorporating factors other than individual-level social-cognitive variables may be required to more fully explain childrens dietary behavior.


Simulation & Gaming | 2010

Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

Debbe Thompson; Tom Baranowski; Richard Buday; Janice Baranowski; Victoria Thompson; Russell Jago; Melissa Juliano Griffith

Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.


Journal of Nutrition Education | 1993

Increasing fruit and vegetable consumption among 4th and 5th grade students: results from focus groups using reciprocal determinism

Tom Baranowski; Suzanne B. Domel; Rob Gould; Janice Baranowski; Sandra B. Leonard; Frank A. Treiber; Rebecca M. Mullis

Abstract The Year 2000 Goals for the U.S. identify a goal of five servings per day of fruits and vegetables (F&V), which is roughly double what children are currently eating. Focus group discussions (based on the reciprocal determinism concept in social learning theory) were conducted with 4th and 5th grade students, their parents, teachers, and school food service workers, in preparation for the design of a school nutrition education program to increase consumption of F&V. A social learning theory perspective was taken because it has been demonstrated to be useful in the design of effective school nutrition education programs. A theory-based protocol delineating the sequence of questions to be asked in each focus group was designed before each group met. Discussions were conducted with ten groups of students, two groups each of teachers and of parents, and one of school food service employees. Three general factors appeared to be most likely to increase F&V consumption in these children: increasing availability of F&V in the home, enhancing liking for vegetables, and providing skills in increasing F&V availability and in preparing F&V.


American Journal of Health Behavior | 2002

School-Based Obesity Prevention: A Blueprint for Taming the Epidemic.

Tom Baranowski; Karen Weber Cullen; Theresa A. Nicklas; Deborah Thompson; Janice Baranowski

OBJECTIVE To review the literature on school-based obesity prevention programs to identify what can be done to minimize the increasing levels of obesity. METHODS Twenty articles reporting school-based dietary or physical activity change programs were identified that used BMI or skinfolds as part of the evaluation. RESULTS Seven studies obtained change in BMI and differed from those not finding change in 3 ways: program implementers were not classroom teachers; intervention targeted middle or high schools; and inactivity reduction was promoted. CONCLUSIONS An 8-step research strategy was delineated to develop and evaluate programs with a maximum chance of taming the obesity epidemic.


Journal of The American Dietetic Association | 2002

The Food Intake Recording Software System is Valid Among Fourth-grade Children

Tom Baranowski; Noemi Islam; Janice Baranowski; Karen Weber Cullen; Dawnell Myres; Tara Marsh; Carl de Moor

OBJECTIVES To assess the validity of the Food Intake Recording Software System (FIRSSt) against observation of school lunch and a 24-hour dietary recall (24hDR); and to test the effects of sequencing, observation and a hair sample as a bogus pipeline on accuracy of dietary report. DESIGN Six-group design systematically varying sequence of self-report (FIRSSt vs 24hDR), observation of school lunch and hair sample as a bogus pipeline manipulation, with random assignment of participants. SUBJECTS/SETTING 138 fourth-grade students in 2 elementary schools. MAIN OUTCOME MEASURES Accuracy of reported food consumption was measured in terms of matches, intrusions, and omissions among the FIRSSt, 24hDR, and as observed at school lunch. Students also completed self-report of performance with FIRSSt. STATISTICAL ANALYSIS PERFORMED t tests, Pearson correlations, analysis of variance, factor analysis. RESULTS When compared with school lunch observation for one meal, FIRSSt attained 46% match, 24% intrusion and 30% omission rates, while a dietitian-conducted 24hDR obtained 59% match, 17% intrusion, and 24% omission rates. FIRSSt attained 60% match, 15% intrusion, and 24% omission rates against 24hDR for all meals in the previous day. There was no evidence of sequence of assessment affecting accuracy indicators, but there was a weak effect of school lunch observation on percent intrusions. Obtaining a hair sample reduced the omission rate for FIRSSt vs 24hDR and increased the match rate for 24hDR vs observation, thereby enhancing this as a bogus pipeline procedure. Children generally enjoyed completing FIRSSt. Hispanic children were more likely to report problems using FIRSSt. APPLICATIONS/CONCLUSIONS FIRSSt is somewhat less accurate than a dietitian-conducted 24hDR. However, this lower-cost procedure provides a promising method for assessing diet among children. Observation of consumption at school lunch may be reactive and artificially increase agreement. Obtaining a hair sample as a bogus pipeline may be a valuable technique for enhancing the accuracy of dietary assessment among children.


Pediatrics | 2012

Impact of an Active Video Game on Healthy Children’s Physical Activity

Tom Baranowski; Dina Abdelsamad; Janice Baranowski; Teresia M. O'Connor; Debbe Thompson; Anthony Barnett; Ester Cerin; Tzu-An Chen

OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. METHODS: Participants were children 9 to 12 years of age, with a BMI >50th percentile, but <99th percentile; none of these children a medical condition that would preclude physical activity or playing video games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighborhood safety was assessed with a 12 item validated questionnaire. RESULTS: There was no evidence that children receiving the active video games were more active in general, or at anytime, than children receiving the inactive video games. The outcomes were not moderated by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics. CONCLUSIONS: These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.


Public Health Nutrition | 2007

Fruit and vegetable availability: a micro environmental mediating variable?

Russell Jago; Tom Baranowski; Janice Baranowski

OBJECTIVES To examine the association between fruit and vegetable (F&V) availability and consumption, the possible influences on this association, research gaps, and implications for developing strategies to increase F&V consumption. DESIGN Systematic review of studies that have examined associations between F&V availability and consumption. RESULTS Qualitative studies conducted among children and adults indicated that greater availability was associated with greater consumption. This finding was supported by cross-sectional studies among children. Availability was associated with dietary psychosocial variables such as preferences, and it appears that availability may moderate the relationship between these psychosocial variables and consumption. Intervention studies attempting to increase availability have resulted in increased consumption, and availability has predicted change in consumption over an 18-month period. DISCUSSION Availability appears to be a key proximal determinant of consumption, especially of F&V, and thereby provides a target for change. However, the mechanisms that relate these variables are unclear and there is a need to clarify the direction of causality. We suggest that the possible causal mechanisms may include: (1) availability simply facilitates increased consumption; (2) the visual cues of available food may stimulate consumption; and (3) available food exposure may increase preference, which leads to increased consumption. Each of these possibilities requires close examination, as do policy-level interventions. CONCLUSION F&V availability is associated with increased consumption. Research that elucidates the mechanisms between availability and intake, and tests policy-level interventions, is needed to advance increased availability as a public health procedure.

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Tom Baranowski

Baylor College of Medicine

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Debbe Thompson

Baylor College of Medicine

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Alicia Beltran

Baylor College of Medicine

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Kathy Watson

Baylor College of Medicine

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Sheryl O. Hughes

Baylor College of Medicine

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