Get in the GROOVE: Promoting a healthy reality

Mary Kate Clennan, Daniella S. Carucci, Shannon E. Chiles, Marissa D. Alert, Alyssa LaRoche, Maria Isabel Leeder, Patrice Saab

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Over the last few decades, there has been a rise in the prevalence of overweight and obesity in American youths. This chapter describes the rationale for the virtual world features of an ongoing obesity prevention project that engages middle school aged girls in a 3-week summer science enrichment program. The Get in the GROOVE! program is designed to promote self-efficacy for healthy behavior change, increase health knowledge, facilitate healthy behaviors related to physical activity and nutrition, encourage a healthy body image, and promote the development and consolidation of a health self-identity. The virtual world component supplements experiences and reinforces curriculum and concepts learned in the physical world component of the program. Preliminary findings suggest that The Get in the GROOVE! program is a promising social environment to motivate healthy habits.

Original languageEnglish (US)
Title of host publicationVirtual and Augmented Reality
Subtitle of host publicationConcepts, Methodologies, Tools, and Applications
PublisherIGI Global
Pages1532-1552
Number of pages21
Volume3
ISBN (Electronic)9781522554707
ISBN (Print)1522554696, 9781522554691
DOIs
StatePublished - Mar 2 2018

Fingerprint

Health
Nutrition
Consolidation
Curricula

ASJC Scopus subject areas

  • Computer Science(all)

Cite this

Clennan, M. K., Carucci, D. S., Chiles, S. E., Alert, M. D., LaRoche, A., Leeder, M. I., & Saab, P. (2018). Get in the GROOVE: Promoting a healthy reality. In Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications (Vol. 3, pp. 1532-1552). IGI Global. https://doi.org/10.4018/978-1-5225-5469-1.ch072

Get in the GROOVE : Promoting a healthy reality. / Clennan, Mary Kate; Carucci, Daniella S.; Chiles, Shannon E.; Alert, Marissa D.; LaRoche, Alyssa; Leeder, Maria Isabel; Saab, Patrice.

Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications. Vol. 3 IGI Global, 2018. p. 1532-1552.

Research output: Chapter in Book/Report/Conference proceedingChapter

Clennan, MK, Carucci, DS, Chiles, SE, Alert, MD, LaRoche, A, Leeder, MI & Saab, P 2018, Get in the GROOVE: Promoting a healthy reality. in Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications. vol. 3, IGI Global, pp. 1532-1552. https://doi.org/10.4018/978-1-5225-5469-1.ch072
Clennan MK, Carucci DS, Chiles SE, Alert MD, LaRoche A, Leeder MI et al. Get in the GROOVE: Promoting a healthy reality. In Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications. Vol. 3. IGI Global. 2018. p. 1532-1552 https://doi.org/10.4018/978-1-5225-5469-1.ch072
Clennan, Mary Kate ; Carucci, Daniella S. ; Chiles, Shannon E. ; Alert, Marissa D. ; LaRoche, Alyssa ; Leeder, Maria Isabel ; Saab, Patrice. / Get in the GROOVE : Promoting a healthy reality. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications. Vol. 3 IGI Global, 2018. pp. 1532-1552
@inbook{1f8731d96cca4a54b2fc6aed9b4ab441,
title = "Get in the GROOVE: Promoting a healthy reality",
abstract = "Over the last few decades, there has been a rise in the prevalence of overweight and obesity in American youths. This chapter describes the rationale for the virtual world features of an ongoing obesity prevention project that engages middle school aged girls in a 3-week summer science enrichment program. The Get in the GROOVE! program is designed to promote self-efficacy for healthy behavior change, increase health knowledge, facilitate healthy behaviors related to physical activity and nutrition, encourage a healthy body image, and promote the development and consolidation of a health self-identity. The virtual world component supplements experiences and reinforces curriculum and concepts learned in the physical world component of the program. Preliminary findings suggest that The Get in the GROOVE! program is a promising social environment to motivate healthy habits.",
author = "Clennan, {Mary Kate} and Carucci, {Daniella S.} and Chiles, {Shannon E.} and Alert, {Marissa D.} and Alyssa LaRoche and Leeder, {Maria Isabel} and Patrice Saab",
year = "2018",
month = "3",
day = "2",
doi = "10.4018/978-1-5225-5469-1.ch072",
language = "English (US)",
isbn = "1522554696",
volume = "3",
pages = "1532--1552",
booktitle = "Virtual and Augmented Reality",
publisher = "IGI Global",

}

TY - CHAP

T1 - Get in the GROOVE

T2 - Promoting a healthy reality

AU - Clennan, Mary Kate

AU - Carucci, Daniella S.

AU - Chiles, Shannon E.

AU - Alert, Marissa D.

AU - LaRoche, Alyssa

AU - Leeder, Maria Isabel

AU - Saab, Patrice

PY - 2018/3/2

Y1 - 2018/3/2

N2 - Over the last few decades, there has been a rise in the prevalence of overweight and obesity in American youths. This chapter describes the rationale for the virtual world features of an ongoing obesity prevention project that engages middle school aged girls in a 3-week summer science enrichment program. The Get in the GROOVE! program is designed to promote self-efficacy for healthy behavior change, increase health knowledge, facilitate healthy behaviors related to physical activity and nutrition, encourage a healthy body image, and promote the development and consolidation of a health self-identity. The virtual world component supplements experiences and reinforces curriculum and concepts learned in the physical world component of the program. Preliminary findings suggest that The Get in the GROOVE! program is a promising social environment to motivate healthy habits.

AB - Over the last few decades, there has been a rise in the prevalence of overweight and obesity in American youths. This chapter describes the rationale for the virtual world features of an ongoing obesity prevention project that engages middle school aged girls in a 3-week summer science enrichment program. The Get in the GROOVE! program is designed to promote self-efficacy for healthy behavior change, increase health knowledge, facilitate healthy behaviors related to physical activity and nutrition, encourage a healthy body image, and promote the development and consolidation of a health self-identity. The virtual world component supplements experiences and reinforces curriculum and concepts learned in the physical world component of the program. Preliminary findings suggest that The Get in the GROOVE! program is a promising social environment to motivate healthy habits.

UR - http://www.scopus.com/inward/record.url?scp=85046617339&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=85046617339&partnerID=8YFLogxK

U2 - 10.4018/978-1-5225-5469-1.ch072

DO - 10.4018/978-1-5225-5469-1.ch072

M3 - Chapter

AN - SCOPUS:85046617339

SN - 1522554696

SN - 9781522554691

VL - 3

SP - 1532

EP - 1552

BT - Virtual and Augmented Reality

PB - IGI Global

ER -