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the effect of gamification-based education on seat belt use in students

Investigation the effect of gamification-based education on seat belt use in elementary school students

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
IRCT
Registry ID
IRCT20251002067469N1
Enrollment
130
Registered
2025-10-22
Start date
2025-11-06
Completion date
Unknown
Last updated
2025-12-08

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Awareness, attitude, behavior.

Interventions

Intervention 1: Intervention group: Providing training in the form of game cards and holding competitions. Intervention 2: Control group: No training will be provided during the intervention implement

Sponsors

Ilam University of Medical Sciences
Lead Sponsor

Eligibility

Sex/Gender
All
Age
9 Years to No maximum

Inclusion criteria

Inclusion criteria: Elementary school students (4th, 5th, 6th grade)

Exclusion criteria

Exclusion criteria:

Design outcomes

Primary

MeasureTime frame
The effect of education on awareness, attitude, and behavior. Timepoint: Before the intervention, 3 months after the intervention. Method of measurement: Researcher-made questionnaire.

Countries

Iran (Islamic Republic of)

Contacts

Public ContactRoghayeh Chenary

Ilam University of Medical Sciences

Chenaryr@yahoo.com009832227134

Outcome results

None listed

Source: IRCT (via WHO ICTRP) · Data processed: Feb 4, 2026