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Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
pp 24-48
24
Development and Evaluation of Interactive Multimedia-Based Nutrition
Education Package (IMNEP) to Promote Healthy Diet
for Overweight and Obese Children
Wan Putri Elena Wan Dali, Hamid Jan Jan Mohamed, Hafzan Yusoff
Nutrition Programme, School of Health Sciences, Universiti Sains Malaysia, Kelantan, Malaysia.
Corresponding author: [email protected]
________________________________________________________________________________________
ABSTRACT: The integration of interactive multimedia has been widely used especially in
medical and education fields, allowing the learning process to become easier and more effective
than the traditional approach. The present study describes some of the theoretical backgrounds,
development, and validation of Interactive Multimedia-based Nutrition Education Package
(IMNEP). The IMNEP was developed and delivered through education video, healthy food flash
game, and PC Dance Mat. The feasibility, acceptability, and applicability of IMNEP were then
evaluated, involving school children (n=50), researchers (n=10), and parents (n=8) by
distributing the evaluation questionnaire of IMNEP (EQ-IMNEP). The majority of the
respondents gave positive responses and felt that IMNEP was interesting and engaging with
regards to graphics, contents, animations, and its usage as a new medium in teaching nutrition for
children and parents. Most of the students (96%) had some prior experiences in playing
computer or mobile games and strongly felt that they would repeatedly play this healthy food
flash game. These initial findings indicate early evidence that IMNEP was feasible, acceptable,
and applicable with some modifications for the purpose of controlling obesity in the intervention
phase later.
Keywords: obesity, school children, nutrition education, interactive multimedia-based
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25
Introduction
A number of studies have indicated significant evidences of the association between co-
morbidities with obesity during childhood including hypertension, coronary heart disease, insulin
resistance, diabetes, lipid abnormalities, and sleep-disordered breathing (Daniels et al., 2005;
Din-Dzietham et al., 2007; Uli et al., 2008). International recommendations suggest that the core
elements of any initiatives taken to address paediatric obesity should involve family members’
intervention in the form of appealing attitude, behaviour modification, and the promotion of
physical activities (Sacher et al., 2010; Spear et al., 2007).
As suggested in previous studies (Kim and Hyun 2006; Matheseon and Achterberg 2001),
computer-assisted instruction or education could be an effective way for changing the nutrition
knowledge and the behaviour among children. Application of educational games as a teaching
strategy can be an effective method to create active learning environments by reinforcing
knowledge as well as motivating learners in a fun and exciting environment (Strickland &
Kaylor, 2016). Indeed, there were a few studies abroad (Baranowski et al., 2011; Maddison et al.,
2011; Trost et al., 2014) which evaluating the effects of nutrition education through active video
games and they reported significant increases in daily physical activity and reduction in body
weight. The Nutrition Division of the Ministry of Health Malaysia has taken many initiatives to
encourage the population of Malaysia to eat and live better. Following the technology trends, the
Nutrition Division has launched the MyNutriApps application for mobile to disseminate
knowledge of healthy eating and living to Malaysians. In September 2016, the Nutrition Division
had recently launched another app called MyNutriDiari. MyNutriDiari has more advanced
functions. These include a complete nutrition resource center in an app in mobile consisting of
literatures, videos, guidelines, tutorials and even healthy cooking recipes, a built-in calculator to
calculate Body Mass Index (BMI) and a built-in estimator that will estimate your daily calorie
intake needs based on individual’s age, gender and program (e.g. if you want to lose a kg a
week). This app is very useful especially to health enthusiast and those who are in the healthcare
world. However, not everyone has smartphone to download this free application especially those
from low income families.
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26
In Malaysia, various programmes and initiatives have been implemented among primary school
children to help them improve their knowledge on nutrition, promote positive attitude towards
good health and nutrition, as well as to practice a healthy lifestyle (Ministry of Education, 1998;
Sahari, 1992). This includes School Health Education Programme, School Supplementary
Feeding Programme, School Milk Programme, and Physical and Health Education Syllabus.
However, the effectiveness of these implementations is still doubtful as the rate of obesity,
according to statistics, keep increasing. For example, based on the studies conducted by Mohd
Ismail et al. (2009) and Anuar Zaini et al. (2005), the obesity and overweight prevalence was
ranged from 18.4% to 22.6% among school children. A study done in Kelantan reported 13.1%
of overweight and obese cases among Malay children (Manan et al., 2012) while another study
done among Chinese children recorded way higher prevalence of overweight and obesity at
24.8% (Soo et al., 2011). These data demonstrate a worrying trend of obesity in this country.
Validation and reliability testing of all intervention tools prior to delivery to the target population
is a compulsory procedure in any intervention study to ensure that it is modifiable and can be
used as an example of good practice (Joshi et al., 2001; Perkins, 2000). Therefore, the purposes
of this study are; (1) to describe the content knowledge and summarise its development process,
(2) to structure the Interactive Multimedia-based Nutrition Education Package (IMNEP), and (3)
to test whether this IMNEP is feasible, acceptable, and practical as an effective tool for nutrition
education and weight management intervention. Researchers hypothesised that IMNEP would be
positively accepted among our respondents for its applicable nature besides being feasible for the
obese and overweight children during the next intervention phase.
Material and Methods
Research Design and Sample Selection
This investigation was based on a cross-sectional design which employed convenience sampling
method. The respondents consisted of university researchers from Universiti Sains Malaysia,
parents and primary school children at Kubang Kerian 3 Primary School from seven different
classes who fulfilled the following criteria; (1) standard five aged 11 years old and (2) generally
healthy without any chronic diseases. Scott (2008) argued that children are able to complete
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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27
questionnaires given; however, there is a certain age requirement for children to participate in a
research with high level of trustworthiness and ability to complete standardised survey. This
study was carried out in two phases. The first phase was the development of IMNEP and the
second phase was the evaluation of its feasibility, acceptability, and applicability of IMNEP.
Data collection was conducted from September 2015 until October 2015.
Phase I: Development of the IMNEP
This phase involved the discussions of IMNEP among developer and researchers who were
highly experienced in nutrition and dietetics. The development and the contents of IMNEP were
adapted from the Malaysian Dietary Guideline (MDG) for Children and Adolescents 2013 and
other sources including myHealth (2008), NutriWeb portal (2014), World Health Organization
(2000), Centres for Disease Control and Prevention (2015), and National Institute for Health and
Care Excellence (2014). The development of multimedia (CD-ROM) for animation video was
designed by using PowToon Video Maker and recorded with Screencast-o-Matic software and it
was then converted into MP4 files. The education game was developed using Adobe Flash
Program and ran on Windows, Mac OS X, and Linux operating systems. This multimedia-based
intervention constitutes of multiple interactive elements including audio, text, simulation, and
graphics. The IMNEP developed in this study was applicable for desktop application (Windows)
only and was not applicable for use on smartphones and tablets.
Figure 1 illustrates the development process of IMNEP. A number of major modifications were
done in Stage 1. The steps involved scripting and evaluation of information and terms used,
sequences, characters, backgrounds, as well as sound and music. Minor modification based on
re-evaluation was done on scripting and information and it took place in Stage 2 and Stage 3.
Abbreviations or symbols were avoided in both video and game to prevent the misinterpretation
of information.
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28
Figure 1: Development process of IMNEP
Healthy Food Flash Game Module
Education game is a flash game format opened to all users without any specific requirement on
sex, age, education level, or experience. However, for the study purpose, this healthy food flash
game is targeted for children aged 11 who are overweight and obese. There are six user interface
screen namely start screen, body mass index (BMI) screen, a list of food screen, food table
screen, quizzes screen, and correct answer interface. This healthy food flash game teaches
players about choosing healthy food, allowing them to fill in a table of food consumption, and
identify the total amount of calories of food consumption. The players would also insert their
weight and height to obtain their BMI. Finally, the players must answer the quizzes that tested
their knowledge about healthy food. The list of foods (more than 60 Malaysian traditional food
and beverages) with total calories comprising carbohydrates, protein, and fat were yielded from
previous guidelines (Suzana et al., 2009; Tee et al., 1997). The video game developed consists of
four main activities. The details of each activity are indicated as follows in Figure 2 and Figure
3:
Identification of the requirements of an
appropriate of IMNEP
Development of IMNEP framework
First version
of IMNEP
Evaluation 1
Second version
of IMNEP
Improvement 1
Evaluation 2
Improvement 2
Third version
of IMNEP
Evaluation 3
Improvement 3
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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29
i) Profile set up and BMI calculation
- Players enter their weight and height.
- The formula will calculate the BMI for the player.
- If the BMI is not normal, an awareness pop-up will appear and the avatar will also
change.
ii) Education on food content
- Players can hover on a food icon/art.
- A dialog box with all information about the hovered food will appear.
- Players can read the total values contained in a food.
iii) Calculation of total calories based on daily consumption
- Players can select the dishes from the table of food list.
- The table will be divided into three main categories; breakfast, lunch, and dinner.
- Player fills in the table according to the categories.
- The game will calculate the total calories consumed in a day.
- If the total calories are beyond certain limit, an awareness pop-up will appear.
iv) Quizzes section
- Players can answer quizzes regarding healthy eating.
- There are total 60 quizzes which are divided into six playing sessions (10 each)
that the players need to answer.
- Each correct answer worth 1 or 2 points while 0 points for the wrong answer.
Education Video Modules (Figure 4)
The information in the video was divided into three separate videos for parents and children with
a maximum of five minutes per video. The topics included in the parents’ video are as follows;
(1) introduction of obesity and (2) healthy guidelines for overweight and obese children part 1
and part 2. The information available for children’s education video are as follows; (1) balanced
food and healthy eating and (2) obesity and daily physical activities as stated in Table 1. The
sub-topics and expected outcomes are also presented in Table 1.
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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Figure 2: Healthy food flash game flow
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Figure 3: Healthy food flash game
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Figure 4: Educational video (a) parents and (b) students
Table 1: Components of the education video for parents and students
Education video
Parents
Duration: 5 to
10 minutes per
video
Topics Contents Expected outcomes
Video 1 Introduction of
obesity
- Definition of obesity
- Statistics of obesity in Malaysia
- Risk of obesity
- Causes of obesity
- Importance of balanced food
- Tips to solve the obesity problem
- Importance of breakfast
- Parent’s
understanding of
healthy home
environment will
improve.
Video 2 Healthy eating
guidelines for
- How to prepare healthy eating to
(a) parents
(b) students
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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33
overweight and
obese children
Part 1
their children
- How to encaurage their children to
choose healthy eating
- Introduce the latest of food pyramid
and serving size
- Do’s and dont’s in preparation of
food
Video 3 Healthy eating
guidelines for
overweight and
obese children
Part 2
- How to serve the healthy food at
home
- Do’s and dont’s in preparation of
food
Education video
Students
Duration: 5 to
10 minutes per
video
Topics Contents Expected outcomes
Video 1 Balanced food
and healthy eating
for overweight
and obese
children
- Importance of balanced food
- Food pyramid
- Different of food and nutrient
- Types of nutrient
- Types of food in each food groups
and serving sizes
- Importance of breakfast
- Participants can
make healthy food,
beverage and
exercise choices
- Children’s
understanding of
nutrition will
improve
- Participants will
show health status
improvement
- Will increase their
self-confidence, self-
esteem and self-
management of their
weight
- Recognizing foods
rich in proteins,
carbohydrates, fats
and calcium
- Knowing the body’s
requirement of
proteins,
carbohydrates, fats
and calcium
Video 2 Obesity
- Definition of obesity
- Statistics of obesity in Malaysia
- Risk of obesity
- Causes of obesity
- Body mass index (BMI) calculation
- Importance of balanced food
- Tips to solve the obesity problem
Video 3 Physically active
daily
- Definition of exercise
- Why must do the exercise?
- Types of exercise and advantages
- Pyramid of physical activity
- Types of sedentary activities
- How to avoid sedentary activities
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34
PC Dance Mat
Besides that, a short video from YouTube source showing exergame called PC Dance Mat was
also presented to the respondents. This commercially available exergame would be applied as
physical activity component during the intervention phase later. This mat usually is at an
affordable price, MYR15 per mat, and could be connected to the PlayStation 2 or computer. The
PC Dance Mat is a fitness video game involving body movement by applying the mat slide on
the floor, making it a challenge to keep in mind the position of the arrows to match the musical
cues on the video screen. In the next intervention study, the PlayStation 2 will be provided and
will be played in the schools for the study purpose.
Phase II: Feasibility, Acceptability, and Applicability of the IMNEP
This phase is aimed at evaluating the feasibility, acceptability, and applicability of the IMNEP
which was developed during Phase I – content validity was evaluated by researchers (n=10) and
face validity was evaluated by parents (n=8) and students (n=50). Each participated students was
provided with a laptop and was required to watch all the videos and play the healthy food flash
game. The parents needed to watch the educational videos only. Every video clip lasted for about
10 minutes. However, the researchers from nutrition and dietetics program needed to watch and
play all the educational videos for parents and students and healthy food flash game. Then, their
understanding of the contents, presentations, and illustrations showed in the educational video
and video games were measured by distributing the evaluation questionnaire of the IMNEP (EQ-
IMNEP).
Feasibility assessment was conducted to estimate the percentage of having computer or laptop
among students and parents in their house. The acceptability of the IMNEP was tested by
collecting data on the information and terms used, fonts, Malay language, sequences, characters,
backgrounds, voices and music for all educational videos and healthy food flash game. Examples
of questions as follow; “How would you judge the comprehension of the educational videos?”;
“How would you judge the quality of the sound effect included in the educational game?”; “In
your opinion, is the information contained in the educational enough?”. On the other hand, an
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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35
example of question asked for applicability of the IMNEP was “Do you think this video is
helpful for you to gain new knowledge on nutrition?”
Subsequently, the intervention was modified based on the inputs, comments, and feedbacks
obtained from the respondents recruited. The overview of the study process, including its
development, acceptability, and applicability of the IMNEP is summarised in Figure 5.
Phase II: Acceptability and applicability of
the IMNEP
Modification of the IMNEP
Instruments
Information sheet
EQ-IMNEP
Phase I: Development of the IMNEP
Education videos Healthy Food Flash Game
Parents:
3 videos
5 minutes each
Students:
3 videos
5 minutes each
Students:
1 game
30 minutes each
Face validity: parents
and students
Content validity:
researchers
Sources from:
MDG for children &
adolescents
MyHealth, nutriWEB,
MASO, NICE, WHO
and CDC
Figure 5: Overview the study process
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36
Instruments
Evaluation Questionnaire of the IMNEP (EQ-IMNEP)
Based on previous literatures, EQ-IMNEP was developed to evaluate the feasibility,
applicability, and practicality of the IMNEP (Clayton 2010; Karupaiah et al., 2001; Ruzita and
Rasyedah 2001; Siddique 2010). The EQ-IMNEP was filled out by students, parents, and
researchers, consisting of 18 (evaluating all educational videos, educational game and PC Dance
Mat), 16 (evaluating on educational videos only), and 48 (evaluating on all educational videos
both students and parents, educational game and PC Dance Mat) questions, respectively
(multiple choice answers and different responses from video evaluation, game, and PC Dance
Mat separately). It evaluated the quality and clarity of wording, contents, audio, graphics, and
colours of the CD-ROM and games. In general, feasibility assessment contained one question,
applicability consisted of seven questions, and practicality consisted of three questions. Other
than that, it also gathered suggestions and critical comments on the implementation of IMNEP.
Ethical Approval and Data Collection Procedure
The ethical approval was endorsed by USM Human Research Ethics Committee
(USM/JEPeM/14110478), Ministry of Education (MoE) via Educational Research Application
System, and Kelantan Education Department. Permission to conduct the study was also obtained
from the Headmasters or Representatives of the participated schools once a brief meeting
regarding the whole study process had been conducted. All participants were informed verbally
and via the Information Sheet about the purpose of this study. They were then requested to
complete the EQ-IMNEP.
Statistical Analysis
Results of the questionnaires were analysed using the licensed IBM Statistical Package for Social
Sciences Version 20.0 for Windows (SPSS Inc., Chicago IL, USA) through the utilisation of
descriptive statistics for all responses to check the feasibility, acceptability, and practicality.
Findings were presented as frequencies and percentages.
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37
Results
There were a total of 68 respondents; 73.6% (n=50) were primary school children, 14.7% (n=10)
were researchers, and 11.7% (n=8) were parents. Almost all of the respondents provided positive
responses and feedbacks. They felt that IMNEP was interesting and engaging in terms of various
topics namely graphics, contents, and animations.
Feasibility
From a total number of 50 students, 96.0% of them were found to possess either laptop or
computer at home with internet access. They had prior experiences in playing computer or
mobile games. Regarding the educational video game assessment, they liked playing this kind of
newly developed healthy food flash game. They also informed us that they would love to play
the game frequently (Table 2).
Table 2: Evaluation of education game for students
Item Students Researchers
(%) Male (%) Female (%) All (%)
Frequency of playing games
Everyday
Sometimes
Never
11 (47.8)
11 (47.8)
1 (4.3)
11 (40.7)
15 (55.5)
1 (3.7)
22 (44)
26 (52)
2 (4)
-
-
-
Comprehension
Very good
Good
Poor
Very poor
19 (82.6)
4 (17.4)
-
-
22 (81.5)
4 (14.8)
1 (3.7)
-
41 (82.0)
8 (16.0)
1 (2.0)
-
9 (90.0)
1 (10.0)
-
-
Quality of the text
Very good
Good
Poor
Very poor
13 (56.5)
10 (43.5)
-
-
21 (77.8)
6 (22.2)
-
-
34 (68.0)
16 (32.0)
-
-
3 (30.0)
6 (60.0)
1 (10.0)
-
Quality of the sound effects
Very good
Good
Poor
Very poor
19 (82.6)
4 (17.4)
-
-
18 (66.7)
8 (29.6)
1 (3.7)
-
37 (74.0)
12 (24.0)
1 (2.0)
-
-
4 (40.0)
6 (60.0)
-
Quality of the colors
Very good
Good
16 (69.6)
7 (30.4)
18 (66.7)
9 (33.3)
34 (68.0)
16 (32.0)
3 (30.0)
7 (70.0)
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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38
Item Students Researchers
(%) Male (%) Female (%) All (%)
Poor
Very poor
-
-
-
-
-
-
-
-
Perceived usage
Once
Repeated
Not use
2 (8.7)
21 (91.3)
-
4 (14.8)
23 (85.3)
-
6 (12.0)
44 (88.0)
-
-
-
-
Enough information
Yes
No
Not sure
Provide new knowledge
Yes
No
Not sure
18 (78.3)
1 (4.3)
4 (17.4)
22 (95.7)
1 (4.3)
0
22 (81.5)
0
5 (18.5)
25 (92.6)
0
2 (7.4)
40 (80.0)
1 (2.0)
9 (18.0)
47 (94.0)
1 (2.0)
2 (4.0)
Acceptability
Most of the school children ranked the education videos shown from ‘good’ to ‘very good’ with
regards to the comprehension (98.0%), text (98.0%), sound (96.0%), voice (94.0%), and colours
(94.0%). However, sixteen (16) of them requested for more graphics and figures to be included
(32.0%), nine (9) preferred short sentences (18.0%), and the other six (6) were hoping for
developer to reduce the use of scientific sentences (12.0%). Only a small number of them
expressed their lack of understanding regarding the terms ‘sedentary’ (2.0%) and ‘obesity’
(8.0%), while most of them felt that this education video provides enough information with new
knowledge.
In terms of education video for parents, all eight (8) respondents rated the video as
comprehensive (good to very good) along with the text, sound, voice, and colours used, as stated
in Table 3. They also received sufficient information in this video and almost all believed this
video was helpful for them in reducing their children’s weight. There were some negative
feedbacks relating to the sound of the education video – being described as annoying hence
modification should be done. Other than that, as displayed in Table 4, other comments include;
(1) inappropriate terms, (2) too wordy with long sentences, and (3) the speed of the slides and
other contents should be revised and modified. In addition, ten researchers with nutrition
background were invited to evaluate the IMNEP in terms of content suitability.
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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39
Table 3: Evaluation of education video for students and parents using EQ-IMNEP
Item Education video for students Education video for
parents
Healthy food flash game for
students
Students
n (%)
Researchers
n (%)
Parents
n (%)
Researchers
n (%)
Students
n (%)
Researchers
n (%)
Comprehension
Very good
Good
Poor
Very poor
40 (80.0)
9 (18.0)
1 (2.0)
-
3 (30.0)
7 (70.0)
-
-
5 (62.5)
3 (37.5)
-
-
2 (20.0)
8 (80.0)
-
-
41 (82.0)
8 (16.0)
1 (2.0)
-
9 (90.0)
1 (10.0)
-
-
Quality of the text
Very good
Good
Poor
Very poor
30 (60.0)
19 (38.0)
-
1 (2.0)
2 (20.0)
7 (70.0)
1 (10.0)
-
4 (50.0)
4 (50.0)
-
-
3 (30.0)
7 (70.0)
-
-
34 (68.0)
16 (32.0)
-
-
3 (30.0)
6 (60.0)
1 (10.0)
-
Quality of the
sound effects
Very good
Good
Poor
Very poor
30 (60.0)
18 (36.0)
1 (2.0)
1 (2.0)
2 (20.0)
6 (20.0)
2 (20.0)
-
3 (37.5)
5 (62.5)
-
-
7 (70.0)
3 (30.0)
-
-
37 (74.0)
12 (24.0)
1 (2.0)
-
-
4 (40.0)
6 (60.0)
-
Quality of the voice
Very good
Good
Poor
Very poor
22 (44.0)
25 (50.0)
2 (4.0)
1 (2.0)
3 (30.0)
4 (40.0)
3 (30.0)
-
2 (25.0)
6 (75.0)
-
-
3 (30.0)
3 (30.0)
4 (40.0)
-
-
-
-
-
-
-
-
-
Quality of the
colors
Very good
Good
Poor
Very poor
37 (74.0)
12 (24.0)
1 (2.0)
-
4 (40.0)
6 (60.0)
-
-
5 (62.5)
3 (37.5)
-
-
4 (40.0)
6 (60.0)
-
-
34 (68.0)
16 (32.0)
-
-
3 (30.0)
7 (70.0)
-
-
Perceived usage
Once
Repeated
Not use
8 (16.0)
42 (84.0)
-
-
-
-
-
8 (100.0)
-
-
-
-
6 (12.0)
44 (88.0)
-
-
-
-
Table 4: Suggestion for improvement of the IMNEP
Item Students (%) Researchers (%) Parents (%)
Video education for parents
Provide the healthy menus - - 1 (12.5)
Improve the quality of voice - - 1 (12.5)
Reduce the speed of slides and voice - 1 (10.0) -
Reduce the wording - 1 (10.0) -
Inappropriate terms - 1 (10.0) -
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40
Item Students (%) Researchers (%) Parents (%)
Put more pictures - 1 (10.0) -
Video education for student
Improve the quality of voice - 1 (10.0) -
Revise the content of food serving size - 1 (10.0) -
Incorrect term - 3 (30.0) -
Healthy food flash game
Put more tricky questions 5 (10) - -
Type of fonts - 1 (10.0) -
Need to add the correct answer - 1 (10.0) -
Classification of the body mass index
need to be revised
- 1 (10.0) -
Should have button to skip meal - 1 (10.0) -
Should have button to cancel the food - 1 (10.0) -
Students were also asked about their opinions regarding healthy food flash game. Most of them
found it to be very good in terms of quality of the text (68.0%), sound effects (74.0%), colours
(68.0%) and 80.0% of them also agreed that the information contained in the educational game
was enough (Table 2). However, five (5) among them suggested to put more tricky questions in
the healthy food flash game to create more interesting activities (Table 4).
Applicability
IMNEP was also perceived as an advanced and effective medium in teaching the knowledge of
nutrition to the overweight and obese school children and parents. The education video was
helpful in reducing weight, especially for those under the category of overweight or obese.
Surprisingly, 84.0% of them believed that they would continue and repeatedly watch the video,
and none of them planned not to use the video. The researchers agreed that the information
contained in the IMNEP was enough to be delivered to the target group and assumed IMNEP
was helpful to increase their knowledge about healthy eating. Apart from that, a short video of a
commercially available PC Dance Mat was shown and the results indicated that this kind of
Wan Dali et al. 2017 Health and the Environment Journal, 2017, Vol 8 No 1
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41
activity was attractive to help students reduce their weight. The respondents would like to make
this PC Dance Mat as part of their physical activity routine.
Discussion
Generally, the present study focused on design and development of the IMNEP as well as
evaluating the feasibility, acceptability, and practicality of the IMNEP among the students,
parents and researchers. This study was conducted to provide unique data regarding the
suitability of IMNEP in promoting a healthy diet and physical activity hence controlling the
obesity problem among school children which now occurring in developing and developed
countries. As there are mounting concerns regarding childhood obesity and its associated risk of
chronic diseases, examining the intervention programs is crucial and it should begin from their
childhood (Dietz 1992; Sharma et al., 2015).
Overall results indicated that all respondents were greatly satisfied with IMNEP. The main
reason might be due to the novelty value of the variety tools used in delivering such education
through videos and game. This interaction design allows for human learning process to grow,
become easier, and more effective compared to traditional reading method. This non-
conventional, interactive method is regarded as effective and practical for the current generation
(Nazlena et al., 2013). A work by Cunha et al. (2013) demonstrated that by providing school-
based interventions with combinations of playing games, staging theatre sketches, watching
movies and puppet shows, as well as writing and drawing contests would present a positive
improvement towards healthy eating habit. However, these methods did not necessarily lead to
the reduction in BMI. This is inconsistent with other findings which combine health education,
physical activity and parental involvement that revealed a significant reduction in BMI and body
fat (Foster et al., 2008; Jiang et al., 2007; Savoye et al., 2007). These results suggest that the
combination of delivering nutrition information through video and game, parental involvement,
and physical activity enhancement might be an effective approach in reducing BMI especially
for overweight and obese children. These components are best compiled as a package instead of
individual components.
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In regard to the outcomes on acceptability as illustrated in Table 2 and 3, IMNEP was reported to
be highly acceptable with regards to information, contents, graphics, text and sound effect among
participants. They agreed that IMNEP has the potential to emerge as an effective education
programme with specific target population – overweight and obese children. Comments such as
“I like the variety of topics included”, “I like the sentence used”, “I like the graphics, content,
and animation added”, “I like the purpose of the IMNEP as a new medium for teaching nutrition
education”, and “this IMNEP would be helpful in reducing the children’s weight” were given by
the participants, suggesting further supportive evidence of IMNEP’s acceptability.
Next, regarding the feasibility assessment, data from the current study also indicated that IMNEP
was highly feasible to all respondents. The percentage of computer and internet ownership at
home (96.0%) among the respondents was unsurprisingly high. This finding could be due to the
increasing number of computer users in Malaysia from 56.0% in 2013 to 68.7% in 2015 (MCM,
2015). Researchers would also like to use IMNEP as an education tool in future. Nowadays, as
typically most children are the active users of various computer applications and the internet, this
tool is valuable for them to gain knowledge and at the same time effective for educators to
deliver the nutrition education.
The evidence of validity was further supported by the fact of highly acceptable results regarding
the appropriateness and proper language, sentences, fonts, and graphics used. The information
delivered through IMNEP was adequate and clearly understood. However, five students were
unclear with the term ‘obesity’ which had been clearly defined in the video. Besides, they had
been learning about ‘obesity’ since Year Three. Her and Lee (2003) found that the major
problems of dietary information for children include little interest, difficult content, and poor
information. However, by using graphics to explain, including explaining the term ‘obesity’, they
now understood better. Graphics usage became the major factor in affecting their understanding
level. The graphics used, for example pictures, charts, lists, or graphs had also been proven to
increase (1) user’s attention, (2) user’s comprehension, (3) user’s ability to recall what was
explained, and (4) user’s adherence to health recommendation (Houts et al., 2006). Therefore,
any information being delivered must be accurate, relevant to the target population, and should
be based on their backgrounds.
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Furthermore, the sentences and font size were also two of the elements that should be improved
to increase the attractiveness of IMNEP among children. Researchers found that majority of
respondents gave at least ‘good to very good’ for the game and videos in terms of the text used.
This could be because the IMNEP’s font size has a minimum of 36-point Akbar which helped
users to see clearly, read, and understand the contents. Besides that, there were a few respondents
in this study suggested on improving the quality of voice in the education videos to both parents
and students. The quality of voice and speech actually assists the speaker to transfer knowledge
and also helps students to build up their understanding level (Islam et al., 2015). Thus, the
quality of voice in the video would be modified before being applied in the intervention phase
later.
Other than that, it was also found that the respondents – students and researchers gave positive
feedbacks on the use of PC Dance Mat which was connected to PlayStation 2 or computer to
increase their level of physical activities. This commercially available product was easier to be
applied and considered as interesting game. Players should be following the virtual and musical
cues on the video screen to match their movement. This intervention strategy is supported with a
previous study that used almost similar product called ‘Just Dance’; indicating that children
would be using greater movement and burned more calories during this particular activity
(Quinn, 2013).
One of the limitations of this study is that it has a small sample size. Nevertheless, the feasibility
and acceptability aspects of IMNEP did receive positive feedbacks. It is crucial to conduct this
kind of preliminary study with process evaluation to provide feedbacks and for further
refinement of program components prior to efficacy testing. Recruitment of parents was quite
challenging and difficult due to less cooperation from them. Nevertheless, this was one of the
lessons learned in this pilot study, indicating the need for using more creative or effective parent
recruitment strategies.
Conclusion
The present study provides preliminary evidence that IMNEP is highly feasible, practical, and
acceptable among children and parents to educate healthy diets with physical activities for the
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purpose of controlling obesity issue. However, the effectiveness of IMNEP had not been
thoroughly measured due to its early implementation stage. Modifications are still opened and
welcome to be made. It is expected that IMNEP would give benefits especially for overweight
and obese school children who would become the target respondents in the intervention phase
later.
Acknowledgement
We are grateful and greatly acknowledge the contributions made by USM Human Research
Ethics Committee, Ministry of Education via Educational Research Application System, and
Kelantan Education Department for their approval in all matters throughout the progress of this
research. We express gratitude to all principals, teachers, and students from primary schools in
Kota Bharu for their participation in this project. The authors would also like to personally thank
Assoc. Prof Dr Nazlena Mohamad Ali from Universiti Kebangsaan Malaysia (UKM) for her
expert view, advice, and guidance in this pilot project.
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