The Effect of Tele-Nursing Gamification Technique

NCT05567146 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 80

Last updated 2022-10-05

No results posted yet for this study

Summary

Adolescent health, safety and well-being cause it to be considered as an important and priority problem in terms of public health, as it affects many parts of the society. In this study, it was aimed to determine the effect of the gamification technique performed with tele-nursing on the nutritional behavior and physical activity level of adolescents.

Conditions

  • Adolescent

Interventions

BEHAVIORAL

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.

Sponsors & Collaborators

  • Eskisehir Osmangazi University

    collaborator OTHER
  • Aksaray University

    lead OTHER

Principal Investigators

  • sevim uğur · Aksaray University

  • özlem örsal · Eskisehir Osmangazi University

Study Design

Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Model
PARALLEL

Eligibility

Min Age
14 Years
Max Age
19 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2022-08-01
Primary Completion
2022-09-30
Completion
2022-10-30

Countries

  • Turkey (Türkiye)

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT05567146 on ClinicalTrials.gov