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Two studies were conducted to test a model to predict healthy lifestyle behaviors, physical activity, and body mass index (BMI) in Taiwanese adolescents by assessing their physical activity and nutrition knowledge, healthy lifestyle beliefs, and perceived difficulty in performing healthy lifestyle behaviors. The study drew upon cognitive behavioral theory to

Two studies were conducted to test a model to predict healthy lifestyle behaviors, physical activity, and body mass index (BMI) in Taiwanese adolescents by assessing their physical activity and nutrition knowledge, healthy lifestyle beliefs, and perceived difficulty in performing healthy lifestyle behaviors. The study drew upon cognitive behavioral theory to develop this study. The pilot study aimed to test and evaluate psychometric properties of eight Chinese-version scales. The total sample for the pilot study included 186 participants from two middle schools in Taiwan. The mean age was 13.19 for boys and 13.79 for girls. Most scales including Beck Youth Inventory self-concept, Beck Youth Inventory depression, Beck Youth Inventory anxiety, healthy lifestyle beliefs, perceived difficulty, and healthy lifestyle behaviors scales Cronbach alpha were above .90. The Cronbach alpha for the nutrition knowledge and the activity knowledge scale were .86 and .70, respectively. For the primary study, descriptive statistics were used to describe sample characteristics, and path analysis was used to test a model predicting BMI in Taiwanese adolescents. The total sample included 453 participants from two middle schools in Taiwan. The mean age of sample was 13.42 years; 47.5% (n = 215) were males. The mean BMI was 21.83 for boys and 19.84 for girls. The BMI for both boys and girls was within normal range. For path analysis, the chi-square was 426.82 (df = 22, p < .01). The CFI of .62 and the RMSEA of .20 suggested that the model had less than an adequate fit (Hu & Bentler, 1999). For alternative model, dropping the variable of gender from the model, the results indicated that it in fact was an adequate fit to the data (chi-square (23, 453) =33.75, p> .05; CFI= .98; RMSEA= .03). As expected, the results suggested that adolescents who reported higher healthy lifestyle beliefs had more healthy lifestyle behaviors. Furthermore, adolescents who perceived more difficulty in performing healthy lifestyle behaviors engaged in fewer healthy lifestyle behaviors and less physical activity. The findings suggested that adolescents' higher healthy lifestyle beliefs were positively associated with their healthy lifestyle behaviors.
ContributorsChan, Shu-Min (Author) / Melnyk, Bernadette Mazurek (Thesis advisor) / Belyea, Michael (Thesis advisor) / Chen, Angela Chia-Chen (Committee member) / Dodgson, Joan (Committee member) / Arizona State University (Publisher)
Created2012
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Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.

ContributorsBeaman, Abigail Marie (Author) / Chen, Angela Chia-Chen (Thesis director) / Amresh, Ashish (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05