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A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II):  Rationale, Design, and Methods

A Serious Video Game to Increase Fruit and Vegetable Consumption Among Elementary Aged Youth (Squire’s Quest! II): Rationale, Design, and Methods

Following the framework of Baranowski and Jago [47], process data were collected through staff logs, as children navigated the game, and as parents accessed the parent components. Examples of process data included: recruitment of participants, maintenance of participation, implementation (fidelity and extent), implementation barriers, program exposure, initial use of program, continued use of the program, and contamination.

Debbe Thompson, Riddhi Bhatt, Melanie Lazarus, Karen Cullen, Janice Baranowski, Tom Baranowski

JMIR Res Protoc 2012;1(2):e19