Enhancing Child Digital Dietary Self-Monitoring via Positive Reinforcement: Proof-of-Concept Trial

<b>Background/Objectives:</b> Dietary self-monitoring (DSM) is an essential behavior change strategy in pediatric nutrition interventions, but engagement is poor. Positive reinforcement (PR) techniques are used to improve behaviors in children. This proof-of-concept trial examined the ability to implement two types of PR, caregiver praise and gamification, using a digital DSM log. <b>Methods</b>: Families were recruited between February and October 2024. Children aged 8-12 years (<i>n</i> = 19) and an adult caregiver were randomly assigned to DSM conditions with or without caregiver praise and/or gamification (2 × 2 factorial design). Children tracked intake of fruits, vegetables, sweet/salty snack foods, and sugar-sweetened beverages for 4 weeks in a digital log. Feasibility focused on examining the amount of PR delivered. DSM behaviors (frequency and timing), child intrinsic motivation, and log usability and acceptability were also examined. <b>Results</b>: Gamification was implemented significantly more than caregiver praise. Caregiver praise was delivered on 12.2 ± 5.8 of 28 days, whereas gamification was delivered on 20.8 ± 12.3 of 28 days. There were no differences in DSM behaviors between PR conditions. Overall, children tracked on 23.6 ± 4.6 of 28 days, recorded 69.3% ± 45.1% of items on day of intake, and completed 23.1 ± 8.2 logging sessions. Additionally, there were no differences in child intrinsic motivation between PR conditions, and children and caregivers generally found the log usable and acceptable. <b>Conclusions</b>: The automation of gamification, which provides immediate, consistent, and convenient PR, may provide unique advantages for reinforcing child behaviors compared to praise, which relies on caregiver implementation.

Authors

Institutions

Publication Details

Journal
Nutrients
Published
2025-10-24
DOI
https://doi.org/10.3390/nu17213341
Primary Topic
Child Development and Digital Technology
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Enhancing Child Digital Dietary Self-Monitoring via Positive Reinforcement: Proof-of-Concept Trial

Tami H. Wyatt, Hollie A. Raynor, Lauren Griffiths, Elizabeth Anderson Steeves et al.
Nutrients
Child Development and Digital Technology
article

Enhancing Child Digital Dietary Self-Monitoring via Positive Reinforcement: Proof-of-Concept Trial

Tami H. Wyatt, Hollie A. Raynor, Lauren Griffiths, Elizabeth Anderson Steeves, Jeffrey A. Reinbolt
article en

Abstract

<b>Background/Objectives:</b> Dietary self-monitoring (DSM) is an essential behavior change strategy in pediatric nutrition interventions, but engagement is poor. Positive reinforcement (PR) techniques are used to improve behaviors in children. This proof-of-concept trial examined the ability to implement two types of PR, caregiver praise and gamification, using a digital DSM log. <b>Methods</b>: Families were recruited between February and October 2024. Children aged 8-12 years (<i>n</i> = 19) and an adult caregiver were randomly assigned to DSM conditions with or without caregiver praise and/or gamification (2 × 2 factorial design). Children tracked intake of fruits, vegetables, sweet/salty snack foods, and sugar-sweetened beverages for 4 weeks in a digital log. Feasibility focused on examining the amount of PR delivered. DSM behaviors (frequency and timing), child intrinsic motivation, and log usability and acceptability were also examined. <b>Results</b>: Gamification was implemented significantly more than caregiver praise. Caregiver praise was delivered on 12.2 ± 5.8 of 28 days, whereas gamification was delivered on 20.8 ± 12.3 of 28 days. There were no differences in DSM behaviors between PR conditions. Overall, children tracked on 23.6 ± 4.6 of 28 days, recorded 69.3% ± 45.1% of items on day of intake, and completed 23.1 ± 8.2 logging sessions. Additionally, there were no differences in child intrinsic motivation between PR conditions, and children and caregivers generally found the log usable and acceptable. <b>Conclusions</b>: The automation of gamification, which provides immediate, consistent, and convenient PR, may provide unique advantages for reinforcing child behaviors compared to praise, which relies on caregiver implementation.

NutrientsVol. 17(21)
Knoxville College (US), University of Tennessee at Knoxville (US)
Openalex Percentile: Top 67%
Child Development and Digital Technology
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.