Wong - Society for Nutrition Education and Behavior

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
Siewsun.Wong@oregonstate.edu
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