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Using A Model To Design Activity-Based Educational Experiences To Improve Cultural Competency Among Graduate Students, Yeon Bai, Kathleen D. Bauer Jun 2018

Using A Model To Design Activity-Based Educational Experiences To Improve Cultural Competency Among Graduate Students, Yeon Bai, Kathleen D. Bauer

Department of Nutrition and Food Studies Scholarship and Creative Works

To improve the cultural competency of 34 students participating in graduate nutrition counseling classes, the Campinha-Bacote Model of Cultural Competence in the Delivery of Health Care Services was used to design, implement, and evaluate counseling classes. Each assignment and activity addressed one or more of the five constructs of the model, i.e., knowledge, skill, desire, encounters, and awareness. A repeated measure ANOVA evaluated pre- and post-test cultural competence scores (Inventory for Assessing the Process of Cultural Competence among Healthcare Professionals). The overall cultural competence score significantly improved (p < 0.001) from “culturally aware” (68.7 at pre-test) to “culturally competent” (78.7 at post-test). Students significantly improved (p < 0.001) in four constructs of the model including awareness, knowledge, skill, and encounter. Factor analysis indicated that course activities accounted for 83.2% and course assignments accounted for 74.6% of the total variance of cultural competence. An activity-based counseling course encouraging self-evaluation and reflection and addressing Model constructs significantly improved the cultural competence of students. As class activities and assignments aligned well with the Campinha-Bacote Model constructs, the findings of this study can help guide health educators to design effective cultural competence training and education programs.


The Effect Of Active Video Games On The Heart Rate Of Older Adults, Yeon Bai, Shahla M. Wunderlich, Diane M. Hanel Feb 2015

The Effect Of Active Video Games On The Heart Rate Of Older Adults, Yeon Bai, Shahla M. Wunderlich, Diane M. Hanel

Department of Nutrition and Food Studies Scholarship and Creative Works

Background: Heart rate is used as a health biomarker. This aim of this study was to investigate the effects of playing active video games on the heart rate of older adults, in comparison to the heart rate after common table recreational activity.

Methods: An experimental study with 40 participants was conducted: a control group (n=20) participated in common Pokeno® card games; an experimental group (n=20) played WiiTM bowling. The participants’ pre- and post-activity heart rates were measured and compared between and within groups using t-tests.

Results: The findings signified an 11.9% increase (p

Conclusions: The inclusion of active video games …


Validating The Food Behavior Questions From The Elementary School Span Questionnaire, Yeon Bai, Krisha Thiagarajah, Alyce D. Fly, Deanna M. Hoelscher, Kaman Lo, Angela Leone, Julie A. Shertzer Sep 2008

Validating The Food Behavior Questions From The Elementary School Span Questionnaire, Yeon Bai, Krisha Thiagarajah, Alyce D. Fly, Deanna M. Hoelscher, Kaman Lo, Angela Leone, Julie A. Shertzer

Department of Nutrition and Food Studies Scholarship and Creative Works

Background

The School Physical Activity and Nutrition (SPAN) questionnaire were developed as a surveillance instrument to measure physical activity, nutrition attitudes, and dietary and physical activity behaviors in children and adolescents. The SPAN questionnaire has 2 versions.

Objective

This study was conducted to evaluate the validity of food consumption items from the elementary school version of the SPAN questionnaire.

Design

Validity was assessed by comparing food items selected on the questionnaire with food items reported from a single 24-hour recall covering the same reference period.

Setting

5 elementary schools in Indiana.

Participants

Fourth-grade student volunteers (N = 121) from 5 …