The Effect of Health Education Based Laughter Yoga Applied to Adolescents on Stress and Digital Gaming Habits
NCT07032090 · Status: ACTIVE_NOT_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 68
Last updated 2025-06-27
Summary
Adolescents may turn to digital games as a coping mechanism for stress, which can lead to addiction and various health problems. School-based health education and laughter yoga are promising interventions for reducing stress and promoting healthy behaviors. This randomized controlled trial with a Solomon four-group design aims to evaluate the effects of health education and laughter yoga on stress levels and digital game habits among adolescents.
Study Hypotheses:
H0-1: Health education and laughter yoga have no effect on adolescent stress. H1-1: Health education and laughter yoga reduce adolescent stress. H0-2: Health education and laughter yoga do not affect digital game habits. H1-2: Health education and laughter yoga reduce digital game habits.
Conditions
- Digital Technology
- Technology Addiction
- Internet Addiction Disorder
- Laughter Yoga
Interventions
- BEHAVIORAL
-
Health education
Participants will receive face-to-face health education, followed by 12 sessions of laughter yoga.
- BEHAVIORAL
-
Laughter Yoga
The intervention groups will receive a total of 12 sessions of laughter yoga, delivered by the researcher over 6 weeks, twice a week, each lasting 40-45 minutes.
Sponsors & Collaborators
-
Saglik Bilimleri Universitesi Gulhane Tip Fakultesi
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- PREVENTION
- Masking
- SINGLE
- Model
- SEQUENTIAL
Eligibility
- Min Age
- 10 Years
- Max Age
- 14 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-03-15
- Primary Completion
- 2025-05-25
- Completion
- 2025-09-15
Countries
- Turkey (Türkiye)
Study Locations
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