Youth Promotion of Resilience Involving Mental E-health
NCT ID: NCT06753344
Last Updated: 2025-03-25
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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RECRUITING
NA
1800 participants
INTERVENTIONAL
2025-01-10
2028-03-31
Brief Summary
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1. Whether the app helps to improve mental well-being and resilience among youth in Vietnam and helps to reduce factors that might increase the risk of poor mental well-being, like stress related to school and other pressures
2. Whether the app can be delivered in Vietnamese schools
3. Whether Vietnamese youth and school staff think the app is appropriate and appealing for youth in order to scale-up the model across the country
The control group (meaning they do not have access to the app-based intervention) will complete the outcome survey at baseline, 6 months, and 12 months. After 12 months, they will gain access to the intervention app (at the same time as the experimental group) but no more data will be collected. The intervention group will use the app at their own pace for 1 year while completing the same survey at baseline, 6 months, and 12 months marks. Afterwards, students and school health staff will be invited to a focus group discussion to talk about their experience using the app.
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Detailed Description
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The Youth Promotion of Resilience Involving Mental E-health (Y-PRIME) study will respond to the gap in the availability of evidence-based interventions to promote mental health, well-being, and resilience for youth in Vietnam. In Phase 1 of the study, the investigators engaged key stakeholders in the adaptation and co-design of an evidence-based mobile app intervention to be used among secondary school students. In this current study, the mobile app will be tested among secondary school students in three provinces (Hanoi, Thai Binh, Hung Yen) in Vietnam.
The investigators hypothesize that a youth-informed intervention adapted for the Vietnamese context and delivered via an app will lead to positive implementation outcomes among youth and within the implementation environment. The investigators also posit that it will lead to improved mental health, well-being, resilience, and risk-factor-related outcomes among Vietnamese youth.
Phase 2 will consist of a hybrid type 2 (where both implementation and clinical outcome measures are assessed), quasi-experimental, sequenced pre-post implementation design. The intervention takes a population-level approach to enhancing life skills and self-management skills that may be beneficial to all youth regardless of their mental health status. As this is a universal intervention, all students in grade 10 of participating secondary schools will be eligible to participate regardless of mental health and well-being status, as measured by standardized outcome measures. Control and intervention cohorts will be enrolled in each school in successive years. The control cohort will be recruited first and will be given the outcome assessments survey at baseline, 6 months, and 12 months marks. The control group will have access to the app after they have completed their final outcome assessment survey, but they will no longer provide outcome data and any in-app usage data (e.g. number and frequency of logins) which will be collected automatically by the app, will be excluded from the final analysis. The intervention cohort, recruited the year after the control cohort, will have full access to the app and will complete the same outcome measures at baseline, 6 and 12 months. Their app-usage data will be included in the final analysis.
The app-based intervention, co-designed with the V-YAC, aims to introduce life skills and self-management skills to promote general mental well-being and resilience among Vietnamese youth. With this app, youth users will have a fun and safe space to learn and practice six life skills areas (Problem-solving, Social Media and Well-being, Communication and Interpersonal Skills, Realistic Thinking, Coping with Emotions and Stress, and Goal Setting). Lessons (in the form of short texts) and activities (ex. multiple choice activities, blank worksheets, reflection questions) were adapted from evidence-based interventions developed in other contexts and were adapted in partnership with the V-YAC to ensure the skills and examples are culturally appropriate to the Vietnamese youth context. Youth users are free to explore the app at their own pace. Gamification features will also allow youth users to collect points in the app for completing each lesson, activity, or challenge (aimed to help encourage youth users to continue to practice skills after completing lessons). They then can use points to unlock and buy different accessories and backgrounds for their avatar (which is a gender neutral cartoon astronaut). Additionally, our app will include a mood check-in feature (where youth users can log and track their moods over time), guided breathing exercises, and a journaling feature.
Focus group discussions will be conducted with 6 - 8 participants at each school at the 12-month mark for each cohort to explore their experiences with the app, focusing on usability, appropriateness, and acceptability of app use. Semi-structured interviews with SHS, head teachers, and principals in each school will also be conducted to understand factors affecting implementation and potential scale-up of this intervention.
Conditions
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Study Design
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NON_RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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Intervention Group
The experimental arm will use our app-based intervention \[name TBD\] at their own pace for 1 year. The app will introduce and teach six life and self-management skills to promote general mental well-being and resilience among Vietnamese youth. During the year, they will complete the outcome survey at baseline, 6 months, and 12 months marks. App data will be collected.
Intervention app
The app-based intervention, co-designed with the V-YAC, aims to introduce life skills and self-management skills to promote general mental well-being and resilience among Vietnamese youth. With this app, youth users will have a fun and safe space to learn and practice six life skills areas (Problem-solving, Social Media and Well-being, Communication and Interpersonal Skills, Realistic Thinking, Coping with Emotions and Stress, and Goal Setting). Lessons (in the form of short texts) and activities (ex. multiple choice activities, blank worksheets, reflection questions) were adapted from evidence-based interventions developed in other contexts to be culturally appropriate to the Vietnamese youth context. Youth users are free to explore the app at their own pace. Gamification features will also allow youth users to collect points in the app for completing each lesson, activity, or challenge.
Control group
The no intervention arm will complete the outcome survey at baseline, 6 months, and 12 months. After 12 months, they will gain access to the intervention app (at the same time as the experimental group) but no app data will be collected.
No interventions assigned to this group
Interventions
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Intervention app
The app-based intervention, co-designed with the V-YAC, aims to introduce life skills and self-management skills to promote general mental well-being and resilience among Vietnamese youth. With this app, youth users will have a fun and safe space to learn and practice six life skills areas (Problem-solving, Social Media and Well-being, Communication and Interpersonal Skills, Realistic Thinking, Coping with Emotions and Stress, and Goal Setting). Lessons (in the form of short texts) and activities (ex. multiple choice activities, blank worksheets, reflection questions) were adapted from evidence-based interventions developed in other contexts to be culturally appropriate to the Vietnamese youth context. Youth users are free to explore the app at their own pace. Gamification features will also allow youth users to collect points in the app for completing each lesson, activity, or challenge.
Eligibility Criteria
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Inclusion Criteria
* Have access to a smartphone
* Provided informed assent to participate
* Parent of participant provided informed consent for their child to participate
Exclusion Criteria
* Not enrolled in participating secondary schools
* Not have access to a smartphone
* Not provided assent
* Parent did not provide consent
15 Years
16 Years
ALL
Yes
Sponsors
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St. Francis Xavier University
UNKNOWN
Institute of Population, Health and Development, Vietnam
OTHER
Simon Fraser University
OTHER
University of Melbourne
OTHER
University of British Columbia
OTHER
Responsible Party
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Raymond Lam
MD
Principal Investigators
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Raymond Lam, MD
Role: PRINCIPAL_INVESTIGATOR
University of British Columbia
Jill Murphy, PhD
Role: PRINCIPAL_INVESTIGATOR
St. Francis Xavier University
Nguyen Vu, MD
Role: PRINCIPAL_INVESTIGATOR
Institute of Population Health and Development
Locations
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Institute of Population, Health, and Development, Vietnam
Hanoi, , Vietnam
Countries
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Central Contacts
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Facility Contacts
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References
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Murphy JK, Nguyen VC, Linh DT, Xie H, Tran TH, Barbic SP, Chau LW, Samji H, Minas H, Nguyen MV, Obrzut A, O'Neil J, Michalak EE, Lam RW. Promoting mental well-being among secondary school students in Vietnam using the Y-MIND app: A protocol for a hybrid type 2, sequence pre-post, quasi-experimental study. PLoS One. 2025 Oct 7;20(10):e0332875. doi: 10.1371/journal.pone.0332875. eCollection 2025.
Other Identifiers
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H24-01700
Identifier Type: -
Identifier Source: org_study_id
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