Janice Baranowski

ORCID: 0000-0003-0717-0056
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About
Contact & Profiles
Research Areas
  • Obesity, Physical Activity, Diet
  • Child Development and Digital Technology
  • Nutritional Studies and Diet
  • Behavioral Health and Interventions
  • Early Childhood Education and Development
  • Food Security and Health in Diverse Populations
  • Health and Lifestyle Studies
  • Consumer Attitudes and Food Labeling
  • Child Nutrition and Feeding Issues
  • Educational Games and Gamification
  • Impact of Technology on Adolescents
  • Eating Disorders and Behaviors
  • Youth Development and Social Support
  • School Health and Nursing Education
  • Diverse Educational Innovations Studies
  • Children's Physical and Motor Development
  • Child and Adolescent Psychosocial and Emotional Development
  • Molecular Biology Techniques and Applications
  • Diet and metabolism studies
  • Advanced Proteomics Techniques and Applications
  • Physical Activity and Health
  • Biochemical Analysis and Sensing Techniques
  • Obesity and Health Practices
  • Birth, Development, and Health
  • Mobile Health and mHealth Applications

Children's Nutrition Research Center at Baylor College of Medicine
2010-2019

National Audubon Society
2019

Baylor College of Medicine
2007-2016

Agricultural Research Service
2011-2014

University of Valley Forge
2012

United States Department of Agriculture
2011

University of Bristol
2005-2006

Arkansas Children's Nutrition Center
2004-2006

The University of Texas MD Anderson Cancer Center
1996-1999

Emory University
1993-1999

Serious video games for health are designed to entertain players while attempting modify some aspect of their behavior. Behavior is a complex process influenced by multiple factors, often making it difficult change. Behavioral science provides insight into factors that influence specific actions can be used guide key game design decisions. This article reports how behavioral guided the serious prevent Type 2 diabetes and obesity among youth, two problems increasing in prevalence. It...

10.1177/1046878108328087 article EN Simulation & Gaming 2008-12-24

A theory-based multicomponent intervention (Gimme 5) was designed and implemented to impact fourth- fifth-grade children’s fruit, juice, vegetable (FJV) consumption related psychosocial variables. Gimme 5 a randomized controlled trial with school ( n = 16 elementary) as unit of random assignment analysis. Participants included the cohort students who were in third grade winter 1994 joined them fourth fifth grades. The curriculum, newsletters, videotapes, point-of-purchase education....

10.1177/109019810002700109 article EN Health Education & Behavior 2000-02-01

Abstract Environmental variables can enable or impede children concerning what foods they consume. Availability and accessibility of are potentially important environmental variables. concerns whether the present in home school, while prepared, presented, and/or maintained a form that enables encourages to eat them. We hypothesized greater availability would lead more consumption. Baseline data from two school nutrition education projects were used examine relationships between...

10.1080/10556699.1998.10603294 article EN Journal of Health Education 1998-02-01

Abstract The level of physical activity 3- and 4-year-old children was assessed in alternative locations by month time day age, gender, ethnicity. Physical observation with the Children's Activity Rating Scale (CARS) for up to 12 hours from 7:00 am pm. A sample 191 three- four-year-old observed four times course a year. triethnic. Boys were significantly mare active than girk. constently higher outside inside. There significant differences amount age group spent inside versus year; levels...

10.1080/02701367.1993.10608789 article EN Research Quarterly for Exercise and Sport 1993-06-01

A self-efficacy questionnaire for fruit and vegetable (F&V) consumption among fourth fifth grade students was developed, pilot tested with 140 from one school field 252 two schools. The included 34 items generated by inventorying behaviors targeted change in the F&V curriculum. four subscales derived principal components analysis were labeled 'after-school snacks'; 'breakfast lunch F&V, paying F&V'; 'independent shopping 'assisted they accounted 43.8% of total variance. Subscale test-re-test...

10.1093/her/11.3.299 article EN Health Education Research 1996-01-01

OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those an inactive game, and the effect would be greater among unsafe neighborhoods, who might not allowed to play outside. METHODS: Participants were 9 12 years of age, with BMI >50th percentile, but <99th percentile; none these medical condition that preclude or playing games. A randomized clinical trial assigned 2 games,...

10.1542/peds.2011-2050 article EN PEDIATRICS 2012-02-28

Obesity prevention interventions through dietary and physical activity change have generally not been effective. Limitations on possible program effectiveness are herein identified at every step in the mediating variable model, a generic conceptual framework for understanding how may promote behavior change. To minimize these problems, thereby enhance likely intervention effectiveness, four sequential types of formative studies proposed: targeted validation, mediator procedure pilot...

10.1186/1479-5868-6-6 article EN cc-by International Journal of Behavioral Nutrition and Physical Activity 2009-01-01

Parents may influence children's fruit and vegetable (F&V) consumption in many ways, but research has focused primarily on counterproductive parenting practices, such as restriction pressure to eat. The present study aimed assess the association of diverse practices promote F&V its among pre-school children.An exploratory analysis was performed cross-sectional data from 755 Head Start children their parents collected 2004-5. Data included parent facilitate child (grouped into five...

10.1017/s1368980009005916 article EN Public Health Nutrition 2009-06-03

Many investigators are considering developing videogames for health (video-G4Hs) but have questions about how to get started. This report provides guidance a G4H as behavioral intervention procedure from team of experienced developers. Thirteen commonly asked answered, including defining G4H, considerations in team, design, and anticipating unintended consequences.

10.1089/g4h.2013.0048 article EN Games for Health Journal 2013-07-23

The physical environments in which adolescents reside and their access to food stores may influence consumption of fruit vegetables. This association could either be direct or mediated via psychosocial variables home availability A greater understanding these associations would aide the design new interventions. purpose this study was examine between distance restaurants vegetable possible mediating role availability. Fruit 204 Boy Scouts assessed by a frequency questionnaire 2003....

10.1186/1479-5868-4-35 article EN cc-by International Journal of Behavioral Nutrition and Physical Activity 2007-01-01

Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among first studies analyze story immersion's role videogames children by addressing two main questions: Will be more immersed when characters are similar them? Do increased levels relate positive outcomes?Eighty-seven 10-12-year-old African-American, Caucasian, and Hispanic from Houston, TX, played videogame, "Escape Diab" (Archimage, TX), featuring...

10.1089/g4h.2011.0011 article EN Games for Health Journal 2012-02-01
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