Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.12188/24501
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dc.contributor.authorVanessa Villasana, Maríaen_US
dc.contributor.authorMiguel Pires, Ivanen_US
dc.contributor.authorSá, Julianaen_US
dc.contributor.authorM Garcia, Nunoen_US
dc.contributor.authorCanavarro Teixeira, Mariaen_US
dc.contributor.authorZdravevski, Eftimen_US
dc.contributor.authorChorbev, Ivanen_US
dc.contributor.authorLameski, Petreen_US
dc.date.accessioned2022-11-21T09:43:05Z-
dc.date.available2022-11-21T09:43:05Z-
dc.date.issued2020-09-02-
dc.identifier.urihttp://hdl.handle.net/20.500.12188/24501-
dc.description.abstractEducating teenagers about nutrition and promoting active lifestyles is essential in reducing the long-term health risks and one idea to achieve this is by using mobile applications. Previous studies showed that the existing mobile applications have similar functionalities, such as intervention with questionnaires, and the use of gamification techniques to improve interactiveness. However, unlike our study, some studies are not validated and verified by healthcare professionals. Additionally, this study intends to promote the interaction between the teenagers and the medical communities. In this study, we analyze the benefits of the proposed mobile application, which features monitoring of physical activity, daily tips and curiosities, questionnaires, and gamification through earning points. Most of the teenagers were satisfied with the physical activity monitoring and found the tips, curiosities, and weekly questionnaires useful. The study started with 26 teenagers from two schools in the center of Portugal that would use the mobile application for five weeks. Still, at the end of the study, only 7 teenagers finalized the study. The decreasing number of teenagers in the study was affected by the lack of social interaction caused by the pandemic situation. During the period, the mobile application would engage the users with notifications on nutrition and physical activity, challenges concerning the number of steps and calories they would have to spend, and questionnaires related to the curiosities and suggestions from the previous week. We used Fisher’s test to investigate the relationship between the assessment obtained in the responses to the questionnaires, and the adoption of healthier eating and sports practices. In summary, participants were satisfied with the mobile application and experienced some improvements in diet and habits.en_US
dc.publisherMDPIen_US
dc.relation.ispartofHealthcareen_US
dc.subjectteenagers; mobile application; nutrition; physical activity; health; educationen_US
dc.titlePromotion of healthy lifestyles to teenagers with mobile devices: a case study in Portugalen_US
dc.typeJournal Articleen_US
item.grantfulltextopen-
item.fulltextWith Fulltext-
crisitem.author.deptFaculty of Computer Science and Engineering-
crisitem.author.deptFaculty of Computer Science and Engineering-
Appears in Collections:Faculty of Computer Science and Engineering: Journal Articles
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