Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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UNKNOWN
NA
80 participants
INTERVENTIONAL
2022-08-01
2022-10-30
Brief Summary
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Detailed Description
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It has been determined that one out of every four adults in the world does not meet the internationally recommended physical activity levels and more than 80% of the adolescent population is not physically active enough.
According to researches, there are unhealthy eating attitudes and behaviors in children and adolescents. Especially weight gain due to unhealthy diet makes individuals more susceptible to chronic diseases that increase the risk of disease and death. The most basic principle accepted for protection from these diseases and for a healthy life is to change the lifestyle and eating habits at an early age. In this context, schools that are in constant contact with students have been the most popular settings to promote healthy eating and adequate physical activity.
Considering our society's need for health services; In addition to the advantages of tele-nursing such as being accessible and cheap, providing long-term follow-up and counseling with ease of application, providing quick solutions in the detection of early-term symptoms, reducing emergency service applications, increasing patient satisfaction, and saving in cost-effectiveness and health expenditures, especially in our recent experience. It is seen that tele-nursing applications should be used in school health services, with the least number of people in contact with and providing cost-effective service in the upcoming pandemic processes. In addition, it is emphasized that the use of gamification techniques is more promising to increase telehealth-based physical activity interventions and to provide permanent behavior change.
Gamification is the use of game design elements such as scores and levels. It has been found that the applications made with the gamification technique motivate individuals to change their behaviors, increase participation and have a lasting effect on healthy behavior change.
With this study, it is thought that various applications that can be made within the scope of tele-nursing can provide continuity in the provision of school health services, as well as guide health personnel and school administrators in future health service planning in gaining permanent health behaviors. In addition, the importance of using digital approaches to optimize public health practices during the Covid-19 pandemic has been understood more and more and will contribute to the literature for various applications that can be made with tele-nursing in reducing and controlling health problems in possible pandemic situations.
Objective: In this study, to determine the effect of tele-nursing gamification technique on the nutritional behavior and physical activity level of adolescents.
Methodology: This is an experimental study with randomized pretest-posttest control group. The sample consisted of 80 students (40 in the experimental group, 40 in the control group) studying at Somuncubaba Anatolian High School, Uluırmak Vocational and Technical High School and Abdülhamit Han Science High School located in the city center of Aksaray. The gamification technique was applied via tele-nursing. Data were collected using Descriptive Characteristics Form, Adolescents Physical Activity Scale (AFAI), Step Count Tracking Chart, Water Drinking Tracking Chart, Beverage Consumption Form, Fruit and Vegetable Consumption Change Process Scale (MSTSS), Nutritional Behavior Scale, Health Status Perception Scale. Interviews were conducted using the form-filling technique. The gamification technique will be performed for a total of 7 weeks.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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Experimental group
Adolescents going to high school, Gamification technique is applied to the Intervention group for seven weeks.
Intervention:gamification technique with tele-nursing
Experimental group
It is planned to use the social media platform WhatsApp application to carry out the study. technique of gamification will have content in the form of points, ranking, penalties and rewards, which are the basic principles of gamification.
Studies have shown that these contents are effective techniques to increase the interest, encouragement, motivation and purpose of the participants.
Control group
Adolescents going to high school
No interventions assigned to this group
Interventions
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Experimental group
It is planned to use the social media platform WhatsApp application to carry out the study. technique of gamification will have content in the form of points, ranking, penalties and rewards, which are the basic principles of gamification.
Studies have shown that these contents are effective techniques to increase the interest, encouragement, motivation and purpose of the participants.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Volunteering to participate in research
* Signing the pediatric voluntary consent form
* Permission of the student to participate in the research by the parent
* Having a smartphone and an active WhatsApp account
Exclusion Criteria
* To apply any diet program (diabetic, vegan, vegetarian, alkaline, ketogenic diet etc.)
* Having a chronic illness
* Using regular medication
14 Years
19 Years
ALL
Yes
Sponsors
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Eskisehir Osmangazi University
OTHER
Aksaray University
OTHER
Responsible Party
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sevim uğur
lecturer
Principal Investigators
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sevim uğur
Role: PRINCIPAL_INVESTIGATOR
Aksaray University
özlem örsal
Role: STUDY_DIRECTOR
Eskisehir Osmangazi University
Locations
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Aksaray University
Aksaray, Centre, Turkey (Türkiye)
Countries
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Central Contacts
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Facility Contacts
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Other Identifiers
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Aksaray Universıty
Identifier Type: -
Identifier Source: org_study_id
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