2016
DOI: 10.1177/1090198116677216
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Engaging Adolescents Through Participatory and Qualitative Research Methods to Develop a Digital Communication Intervention to Reduce Adolescent Obesity

Abstract: The youth led work helped identify key elements for a digital communication intervention that was sensitive and responsive to urban youth. Many valuable lessons were also learned from 3 years of partnerships and collaborations, providing important insights on applying CBPR with minority youth populations.

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Cited by 40 publications
(53 citation statements)
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“…36 Digital media have also been evaluated for efficacy in enabling health promoting capacity through processes such as information seeking 37 and holistic self-participatory care. 38 Further, these media also have been used in specific disease contexts, such as obesity 39 and breast cancer. 40 This systematic review focused on the role of new digital media on sexual health knowledge, attitudes and behaviours of 13-24 year olds.…”
Section: Discussionmentioning
confidence: 99%
“…36 Digital media have also been evaluated for efficacy in enabling health promoting capacity through processes such as information seeking 37 and holistic self-participatory care. 38 Further, these media also have been used in specific disease contexts, such as obesity 39 and breast cancer. 40 This systematic review focused on the role of new digital media on sexual health knowledge, attitudes and behaviours of 13-24 year olds.…”
Section: Discussionmentioning
confidence: 99%
“…35,36 Although researchers investigating the effectiveness of youth creating videos to increase the effectiveness of class-based learning experiences was largely lacking, it was anticipated that children creating their own UGC videos might have created more excitement and engagement in program activities in part because youth have an affinity for technology and online activities. 37 When youth create UGC videos based on information they are exposed to during an in-person class, it would require that they reflect on content, synthesize information, and reinforce learning through repetition. The exercise of reflection provides youth with a clear connection between the new material and previous knowledge.…”
Section: Resultsmentioning
confidence: 99%
“…The object is a digital game that was developed specifically for this study. As the literature suggests, mHealth interventions result in high levels of acceptance and improvement of health behaviors [25,29,33]. The study proposal innovates by introducing the concept of an adequate and healthy diet described in the Dietary Guidelines for the Brazilian Population [19].…”
Section: Discussionmentioning
confidence: 99%
“…To increase the intervention group's motivation, an environment of challenge and social interaction will be created among the students of each school, based on a competition of time spent to finish the game. These aspects are considered important by adolescents who play games [33,62,64]. The students will be able to play Rango Cards at school and also at the time and place which are more convenient for them.…”
Section: Intervention Groupmentioning
confidence: 99%
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