Table 1. Main characteristics of included studies.
Study | Purpose of the study | Study design | Participants’ characteristics | ICT in Intervention, control and Theoretical Basis (TB) | Duration of exposure, follow-up and frequency | Main results |
---|---|---|---|---|---|---|
Ezendam et al., 2012 [8] | To prevent weight gain in girls by improving dietary behaviors and physical activity. | Cluster randomized controlled trial |
Sample: 883 Age: 12–13 Gender: Boys and girls Country: The Netherlands |
Intervention: a web-based computer programme-tailored intervention Control: No-intervention TB: Theory of Planned Behavior |
Duration: 10 weeks Follow-up: baseline, after 4 months and 2 years Frequency: 8 lessons (15min each) |
Higher vegetables intake and lower snack and sugar-sweetened beverages consumption in the intervention group. Higher intake of fruit was found only on adolescents with a pre low intake in the intervention group. |
Haerens et al., 2007 [9] | To evaluate the acceptability, feasibility and effectiveness of a computer-tailored education program created to reduce fat intake of adolescents. | Randomized controlled trial |
Sample: 333 Age: 12–14 Gender: Boys and girls Country: Belgium |
Intervention: Computer-tailored dietary fat intake intervention, provided as an interactive CD-ROM. Control: No-intervention TB: Social Cognitive theory, Theory of Planned behavior, and Transtheoretical model |
Duration: 50 minutes Follow-up: baseline, after 3 months Frequency: 1 session |
Decreased dietary fat intake in girls enrolled in technical-vocational schools; and in boys and girls who were in general education who reported reading intervention messages. No intervention effects for total sample. |
Maes et al., 2011 [10] | To investigate the feasibility and impact of an Internet-based computer-tailored nutrition intervention. | Quasi-experimental design |
Sample: 1298 Age: 12–17 Gender: Boys and girls Country: Austria, Belgium, Greece, Germany, Stockholm |
Intervention: computer-tailored nutrition advice for improving dietary intake of target nutrients (fiber, vitamin C, calcium, iron and fat) Control: Generic standard advice in text format covering similar topics TB: Not informed |
Duration: not informed Follow-up: baseline, after 1 and 3 months Frequency: 3 sessions during school hours |
No significant changes in fat intake for the intervention group |
Lubans et al., 2012 [11] | To evaluate the impact of a school-based obesity prevention program for adolescents. | Cluster randomized controlled trial |
Sample: 357 Age: 12–14 Gender: Girls only Country: Australia |
Intervention: multi-component school-based intervention program, including text messages, nutrition workshops, interactive seminars, handbooks, and sports sessions. Control: No-intervention TB: Social Cognitive Theory |
Duration: 12 months Follow-up: baseline after 12 months Frequency: weekly or bi-weekly text messages |
No significant changes in BMI and body fat percentage in the intervention. |
Rees et al., 2010 [12] | To evaluate the effectiveness of a computer-generated tailored intervention to increase intakes of brown bread, wholegrain cereal, fruits, and vegetables. | Cluster randomized controlled trial |
Sample: 823 Age: 12–16 Gender: Girls only Country: United Kingdom |
Intervention: Computer-tailored intervention, based on individual’s self-reported intake of target foods. Control: Generic leaflet based on National Guidelines (not tailored) TB: Theory of Planned Behavior, and The Transtheoretical Model |
Duration: not informed Follow-up: baseline, after 3 months Frequency: 1 session |
The tailored intervention leaflet had a significant effect on whole bread intake, but there were no significant effects for other foods. |
Sharma et al., 2015 [13] | To evaluate the feasibility, acceptability, and effects of a computer game on dietary behaviors, physical activity behaviors, and psychosocial factors. | Quasi-experimental design |
Sample: 107 Age: 9–11 Gender: Boys and girls. Country: United States of America |
Intervention: a game in which players must create an avatar and make it eat healthy and stay active; and complete a series of progressive gaming challenges. Control: No-intervention TB: Social Cognitive Theory and the Theory of Reasoned Action |
Duration: 6 weeks Follow-up: baseline, after 6 weeks Frequency: 90 minutes per week |
The intervention group had lower sugar consumption and improved nutrition and physical activity attitudes post intervention compared to the control group. |
Thompson et al., 2009 [14] | To evaluate the effects of a Boy Scout program on fruit juice and low-fat vegetable consumption. | Cluster randomized controlled trial |
Sample: 473 Age: 10–14 Gender: Boys only Country: United States of America |
Intervention: a website intervention to increase fruit juice and low-fat vegetable consumption with online activities (knowledge games, web recipes, goal setting, problem solving) Control: Mirror-image intervention to increase physical activity TB: Social Cognitive Theory |
Duration: 9 weeks Follow-up: after 9 weeks and 6 months Frequency: 55 minutes per week |
Significant increases in fruit juice consumption, fruit juice home availability, and low-fat vegetable self-efficacy in the intervention group immediately following the intervention but were not maintained 6 months later. |
Whittemore et al., 2012 [15] | To compare the effectiveness of two school-based internet obesity prevention programs. | Cluster randomized controlled trial |
Sample: 604 Age: 14–16 Gender: Boys and girls Country: United States of America |
Intervention: Two experimental groups: - A program including lessons (nutrition, physical activity, metabolism and portion control), self-monitoring, health coaching, and social networking. - The same above plus coping skills training (addition of 4 lessons on coping skills) Control: No-intervention TB: Social Learning Theory |
Duration: not informed Follow-up: after 3 and 6 months Frequency: 8 to 12 lessons |
Both groups significantly improved health behaviors including self-efficacy, healthy eating, fruit and vegetable intake, moderate and vigorous exercise, and stretching exercises; decreases in consumption of sugar-sweetened beverages and junk food, and decreased sedentary behavior. |
Baños et al., 2012 [16] | To investigate the efficacy for improving nutritional information and evaluate acceptability and playability of an online game. | Quasi-experimental design |
Sample: 228 Age: 10–13 Gender: Boys and girls Country: Spain |
Intervention: ETIOBE mates, educational website including games Control: Paper-pencil intervention TB: Not informed |
Duration: 2 weeks Follow-up: baseline after 2 weeks Frequency: “as much as they wanted” |
Improved nutritional knowledge for both groups. Scores were greater in the intervention group. |
Bech-Larsen & Grønhøj, 2013 [17] | To increase the consumption of fruits and vegetables of Danish adolescents as well as evaluate the SMS intervention in terms of participation, goal setting, and performance of adolescents. | Cluster Randomized controlled trial |
Sample: 256 Age: 12 Gender: Boys and girls Country: Denmark |
Intervention: SMS-based diary and feedback system plus nutrition education Control: Nutrition education only TB: Not informed |
Duration: 4 weeks Follow-up: baseline, after 15 weeks Frequency: daily SMS messages |
Increased frequency of fruits and vegetables consumption only for those with a low pre-intervention intake in the intervention group. |
Yang et al., 2015. [18] | To improve intake of food groups and nutritional elements using technology based team game. | Quasi-experimental design |
Sample: 87 Age: 15–16 Gender: Girls only Country: Taiwan |
Intervention: Two experimental groups: - Use of a Diet Assessment System for self-monitoring and metacognitive strategies; - The Diet Assessment System was also used as an online team-based competitive game Control: Traditional lecture-based instruction plus motivational elements (video clips related to healthy eating) TB: Social-interdependence theory/ social learning |
Duration: 8 weeks Follow-up: baseline, after 8 weeks Frequency: 50 minutes per week |
Group 2 improved dietary behaviors of most food groups (dairy, meats, proteins, vegetables and fruits), macronutrients (calories and fiber), and micronutrients (calcium, vitamin C and B2). Improvements were greater in Group 2 compared to the other two groups. |
FFQ, Food Frequency Questionnaire; BMI, Body Mass Index; ICTs: information and communication technologies.