SCREENS THAT DO GOOD: DIGITAL TOOLS CAN HELP KIDS AND TEENS GET HEALTHIER
- Amelia Taylor
- 6 hours ago
- 3 min read

In the most extensive global analysis of its kind, UniSA researchers found that apps, wearables and online programs can meaningfully improve physical activity, diet and weight outcomes for young people.
The umbrella review analysed data from more than 133,000 children and teenagers worldwide. Despite concerns about excessive screen use, the findings show that digital tools can encourage healthier choices when used appropriately.
Researchers found that digital health tools delivered:. More movement, with kids getting roughly 10 to 20 extra minutes of moderate to vigorous activity each day.
Improved diets, with more fruit and vegetables and fewer fatty foods. Small but steady improvements in weight and body fat. Around 20 to 25 minutes less sedentary time per day.
Sleep, however, remained unchanged.
Mobile apps had the most significant influence on diet and weight, while wearables such as fitness trackers proved most effective at reducing sedentary behaviour.
Shorter eight-week programs delivered the strongest boosts to activity, while longer programs of 12 weeks or more were most effective in supporting weight management.
Why it works for young people
Lead researcher Dr Ben Singh says digital tools show strong potential to help young people form healthier habits.
“Even though most young people know the importance of eating well, exercising regularly, and getting enough sleep, many still fall short of the recommended health guidelines, putting them at greater risk of obesity, diabetes, and heart disease,” Dr Singh says.
“Digital health tools such as wearables, fitness apps, and online programs could help turn this around by motivating kids to be more active and eat better.
"Our research shows that digital health tools and apps can significantly improve children’s physical activity, diet and weight outcomes, putting them on a better health trajectory for life.”
Because young people are already comfortable with technology, these programs are naturally appealing.
“They are accessible, engaging, and easy to scale, which makes them a great choice for schools and community programs to promote healthier lifestyles,” Dr Singh says.

The global health picture
The World Health Organisation reports that 80 per cent of teenagers worldwide are not active enough. Globally,
More than 390 million children aged 5 to 19 are overweight, including 160 million living with obesity.
In Australia, one in five children is overweight or obese. Fewer than one quarter of children aged 5 to 14 meet the recommended hour of physical activity each day.
The UniSA review consolidates 25 systematic reviews to evaluate the impact of mobile apps, text messages, wearable devices, active video games, and web-based programs on children’s health.
Turning evidence into action
Dr Singh says the findings give policymakers and educators the evidence they need to incorporate digital tools into school and community programs.
“We know that features such as gamification, tailored messaging, and machine learning can boost engagement,” he says.
“By integrating evidence-based apps and wearables into schools, primary care and community programs, we can make healthy habits more appealing and accessible for young people.
“These online tools worked as well as, and sometimes better than, traditional in-person health programs. Combining digital tools with light human support from teachers, parents, or health coaches can also help keep motivation high.”
He says encouraging healthy digital habits early could have lifelong benefits.
“If we can encourage the use of healthy digital tools from a young age, we have a real opportunity to help children and teens form healthier habits that last a lifetime.”










