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1.
J Appl Behav Anal ; 55(2): 430-450, 2022 03.
Article in English | MEDLINE | ID: mdl-34958457

ABSTRACT

A variable that may influence the outcomes of stimulus preference assessments (SPAs) is whether social interaction is provided during the stimulus access period. In Experiment 1, we compared the outcomes of a Solitary paired stimulus preference assessment (PSPA) (toys only), Social PSPA (toys plus social interaction), and Combined PSPA (toys alone and toys plus social interaction) to determine whether the addition of social interaction influenced preference for toys in preschool children. In Experiment 2, we conducted a concurrent-operant reinforcer assessment to compare the reinforcing efficacy of stimuli with and without social interaction. Experiment 1 showed preference for toys was stable across assessments (Solitary and Social PSPAs) and most participants preferred toys plus social interaction when compared in a single assessment (Combined PSPA). Experiment 2 showed that results of the Combined PSPA in Experiment 1 predicted the outcome of most participants' reinforcer assessments.


Subject(s)
Reinforcement, Psychology , Social Interaction , Behavior Therapy/methods , Child, Preschool , Choice Behavior , Humans , Leisure Activities
2.
Prev Med ; 68: 76-9, 2014 Nov.
Article in English | MEDLINE | ID: mdl-24768916

ABSTRACT

OBJECTIVE: Incentive-based interventions designed to increase fruit and vegetable (FV) consumption tend to yield positive, short-term outcomes. Because consumption most often returns to baseline levels when incentives are removed, sustainable long-duration interventions may be needed to impact public health. Anticipating that low-cost interventions will be more appealing to schools, the present study explored a low-cost, game-based intervention. METHOD: An alternating-treatments design was used to evaluate the effects of the FIT Game on objectively measured FV consumption in one elementary school (n=251) in Utah. During the Fall 2013 semester, game-based rewards were provided to heroic characters within a fictional narrative read by teachers on days when the school, as a whole, met a fruit or vegetable consumption goal in accord with the alternating-treatments design. RESULTS: On intervention days, fruit and vegetable consumption increased by 39% and 33%, (p<0.01, p<0.05; binomial tests), respectively. Teacher surveys indicated that students enjoyed the game and grade 1-3 teachers recommended its use in other schools. CONCLUSION: This game-based intervention provides a promising step towards developing a low-cost, effective, and sustainable FV intervention that schools can implement without outside assistance.


Subject(s)
Feeding Behavior/psychology , Food Preferences , Fruit , Vegetables , Child , Choice Behavior , Faculty , Food Preferences/psychology , Food Services , Games, Experimental , Health Behavior , Health Promotion/methods , Humans , Motivation , Schools , Utah
3.
PLoS One ; 9(4): e93872, 2014.
Article in English | MEDLINE | ID: mdl-24718587

ABSTRACT

Despite the known health benefits of doing so, most US children do not consume enough fruits and vegetables (FV). School-based interventions can be effective in increasing FV consumption, but the most effective of these require that schools allocate their time, effort, and financial resources to implementing the program: expenditures that schools may be reluctant to provide in climates of academic accountability and economic austerity. The present demonstration project used a behaviorally based gamification approach to develop an intervention designed to increase FV consumption while minimizing material and labor costs to the school. During the intervention, the school (N = 180 students in grades K-8) played a cooperative game in which school-level goals were met by consuming higher-than-normal amounts of either fruit or vegetables (alternating-treatments experimental design). School-level consumption was quantified using a weight-based waste measure in the cafeteria. Over a period of 13 school days, fruit consumption increased by 66% and vegetable consumption by 44% above baseline levels. Use of an alternating-treatment time-series design with differential levels of FV consumption on days when fruit or vegetable was targeted for improvement supported the role of the intervention in these overall consumption increases. In post-intervention surveys, teachers rated the intervention as practical in the classroom and enjoyed by their students. Parent surveys revealed that children were more willing to try new FV at home and increased their consumption of FV following the intervention. These findings suggest that a behaviorally based gamification approach may prove practically useful in addressing concerns about poor dietary decision-making by children in schools.


Subject(s)
Choice Behavior , Food Preferences , Fruit , School Health Services , Vegetables , Video Games , Child , Child, Preschool , Consumer Behavior , Cost Savings , Decision Making , Female , Humans , Male , Motivation , Parents/psychology , Students/psychology , Teaching , Utah , Video Games/economics
4.
J Appl Behav Anal ; 47(1): 209-13, 2014.
Article in English | MEDLINE | ID: mdl-24535847

ABSTRACT

We evaluated the extent to which access duration during stimulus preference assessments affects preschool-age children's preferences for leisure items. Results demonstrated that rankings for highly preferred items remained similar across both short- and long-access durations; however, overall preference hierarchies remained more similar across administrations of long-access-duration assessments than short-access-duration assessments.


Subject(s)
Child Development , Choice Behavior , Reinforcement, Psychology , Weights and Measures , Child, Preschool , Humans
5.
J Nutr Educ Behav ; 45(1): 54-9, 2013.
Article in English | MEDLINE | ID: mdl-23178042

ABSTRACT

OBJECTIVE: Preliminary evaluation in the United States (US) of a school-based fruit and vegetable (F/V) intervention, known as the Food Dudes (FD) program, developed in the United Kingdom. METHODS: Over 16 days (Phase 1), elementary-school children (n = 253) watched short videos featuring heroic peers (the FD) eating F/V and received a reward for eating F/V served at lunchtime. In the 3 months that followed (Phase 2), children received increasingly intermittent rewards for eating F/V. Consumption was measured by photo analysis and assessment of skin carotenoids. RESULTS: Fruit and vegetable intake increased significantly after Phases 1 and 2 (P < .001 for both). This effect was most discriminable among children who consumed no fruit (n = 100) or no vegetables (n = 119) at pre-intervention baseline. Among these children, F/V intake (combined) increased by 0.49 (0.53) cups per day. CONCLUSIONS AND IMPLICATIONS: The FD program can increase F/V intake in US elementary schools.


Subject(s)
Child Nutrition Sciences/education , Fruit , Health Promotion/methods , School Health Services/organization & administration , Vegetables , Child , Child Nutritional Physiological Phenomena , Female , Humans , Male , Motivation , Pilot Projects , Program Evaluation , Schools , United States
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