AIMC Topic: Health Promotion

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The Alongside Digital Wellness Program for Youth: Longitudinal Pre-Post Outcomes Study.

JMIR formative research
BACKGROUND: Youth are increasingly experiencing psychological distress. Schools are ideal settings for disseminating mental health support, but they are often insufficiently resourced to do so. Digital mental health tools represent a unique avenue to...

Testing an adapted obesity prevention intervention in under resourced schools: a pilot clustered randomized controlled trial.

Scientific reports
The purpose of this pilot study was to test an adapted childhood obesity prevention intervention called Preventing Obesity Using Digital-Assisted Movement and Eating (ProudMe) in under-resourced schools. Six schools were cluster-randomized to ProudMe...

Addressing Youth Mental Health Through Schools and Primary Care Clinics Using the Connected for Wellness Mobile App: Protocol for a Stepped-Wedge Trial.

JMIR research protocols
BACKGROUND: Youth in the United States are experiencing rising rates of anxiety, depression, and other mental health challenges, yet many remain underserved due to systemic barriers such as poverty, limited access to care, and shortages in the mental...

Theory-based chatbot for promoting colorectal cancer screening in a community setting in Hong Kong: study protocol of a randomised controlled trial.

BMJ open
BACKGROUND: Colorectal cancer (CRC) is the third most common cancer and the second leading cause of cancer mortality worldwide. Despite the organised CRC screening programme, the uptake rate of the population-based CRC screening was still low. Thus, ...

MoveMentor-examining the effectiveness of a machine learning and app-based digital assistant to increase physical activity in adults: protocol for a randomised controlled trial.

Trials
BACKGROUND: Physical inactivity is prevalent, leading to a high burden of disease and large healthcare costs. Thus, there is a need for affordable, effective and scalable interventions. However, interventions that are affordable and scalable are bese...

[From global strategy to local consultation: A future vision of physical activity in primary care].

Atencion primaria
This article reflects on the key role that primary care must play in promoting physical activity as a central tool for health. Despite decades of international strategies, levels of physical inactivity and sedentary behavior continue to rise. The pri...

Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial.

PloS one
BACKGROUND: During adolescence, individuals face various challenges that require adequate psychosocial and emotional adjustment. Additionally, the presence of a chronic illness during this stage, such as Type 1 Diabetes Mellitus (T1DM), introduces ad...

Deep learning to promote health through sports and physical training.

Frontiers in public health
BACKGROUND: Physical activity plays a crucial role in maintaining health and preventing chronic diseases. However, accurately assessing the impact of sports and physical training on health improvement remains a challenge. Recent advancements in deep ...

Development and evaluation of the COntextualised and Personalised Physical activity and Exercise Recommendations (COPPER) Ontology.

The international journal of behavioral nutrition and physical activity
BACKGROUND: Personalised recommendations for action and coping plans for physical activity (PA) may reduce user burden and increase plan quality. Ontologies are a promising alternative to existing black-box approaches for creating such personalised r...

Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.

JMIR mental health
BACKGROUND: The effects of traditional health-promoting and preventive interventions in mental health and mental health literacy are often attenuated by low adherence and user engagement. Gamified approaches such as serious games (SGs) may be useful ...