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The Effect of Tele-Nursing Gamification Technique

The Effect of Tele-Nursing Gamification Technique on Nutritional Behavior and Physical Activity Level of Adolescents

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05567146
Enrollment
80
Registered
2022-10-05
Start date
2022-08-01
Completion date
2022-10-30
Last updated
2022-10-05

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

Conditions

Adolescent

Keywords

Nutrition, Adolescent, Gamification, Tele-Nursing, Physical Activity

Brief 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.

Detailed description

In recent years, with the advancement and widespread use of technology, the decrease in physical activity and the fact that the energy taken is more than the energy spent has brought the risks of many non-communicable diseases (such as obesity, cardiovascular diseases, certain types of cancer and diabetes). 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.

Interventions

BEHAVIORALExperimental 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

Eskisehir Osmangazi University
CollaboratorOTHER
Aksaray University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Intervention model description

It is an experimental study with randomized pretest-posttest control group.

Eligibility

Sex/Gender
ALL
Age
14 Years to 19 Years
Healthy volunteers
Yes

Inclusion criteria

* To be studying in high schools determined by lot in Aksaray city center * 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

* Implementing a regular exercise program * To apply any diet program (diabetic, vegan, vegetarian, alkaline, ketogenic diet etc.) * Having a chronic illness * Using regular medication

Design outcomes

Primary

MeasureTime frameDescription
Health Status Perception Scaleweek 0. The scale consists of a single item and the participants are asked to rate the question How do you interpret your health at the moment. A score of 1 is given for the very good answer, 2 for the good answer, 3 for the bad answer, and 4 for the very bad answer. lowest score to be taken from the scale is 4 and the highest score is 1.
Descriptive Characteristics Information Formweek 0It consists of a total of 10 questions, including three open-ended and seven multiple-choice questions.
Physical Activity Scale for Adolescentsweek 0On the scale, 5 points indicate the highest level of physical activity and 1 point indicates the lowest level of physical activity. While the minimum score to be obtained from the scale is 8, the highest score is 40. It is considered low when the physical activity level approaches 8 and high when it approaches 40.
Beverage Consumption Formweek 0daily drink types and quantities are recorded
Fruit and Vegetable Consumption Change Process Scaleweek 0The scale is in a 5-point Likert type and each item is scored from 1 to 5. Reflecting on the last month, indicate how much you agree with the following statements? the question is; It is answered by marking one of the answer options such as 1I do not agree at all, 2 I do not agree, 3 I am undecided, 4 I partially agree, 5 I completely agree. The highest score that can be obtained from the scale is 95, the lowest score is 19. Higher scores indicate a higher chance of succeeding in change.
Feeding Behavior Scaleweek 0It measures children's heart health-promoting (low-fat and low-salt) food consumption habits. Children are shown comparable foods and asked which of the two foods they ate the most (frequently). A high total score from the scale indicates healthy eating habits. Scale items are -1 for unhealthy food and +1 for healthy food, the total score is between -14 and +14.

Secondary

MeasureTime frameDescription
Beverage Consumption Form7 weeksdaily drink types and quantities are recorded
Fruit and Vegetable Consumption Change Process Scale7 weeksThe scale is in a 5-point Likert type and each item is scored from 1 to 5. Reflecting on the last month, indicate how much you agree with the following statements? the question is; It is answered by marking one of the answer options such as 1I do not agree at all, 2 I do not agree, 3 I am undecided, 4 I partially agree, 5 I completely agree. The highest score that can be obtained from the scale is 95, the lowest score is 19. Higher scores indicate a higher chance of succeeding in change.
Feeding Behavior Scale7 weeksIt measures children's heart health-promoting (low-fat and low-salt) food consumption habits. Children are shown comparable foods and asked which of the two foods they ate the most (frequently). A high total score from the scale indicates healthy eating habits. Scale items are -1 for unhealthy food and +1 for healthy food, the total score is between -14 and +14.
Health Status Perception Scale7 weeksThe scale consists of a single item and the participants are asked to rate the question How do you interpret your health at the moment. A score of 1 is given for the very good answer, 2 for the good answer, 3 for the bad answer, and 4 for the very bad answer. lowest score to be taken from the scale is 4 and the highest score is 1.
Physical Activity Scale for Adolescents7 weeksOn the scale, 5 points indicate the highest level of physical activity and 1 point indicates the lowest level of physical activity. While the minimum score to be obtained from the scale is 8, the highest score is 40. It is considered low when the physical activity level approaches 8 and high when it approaches 40.

Countries

Turkey (Türkiye)

Contacts

Primary Contactsevim uğur
sevim.ugur1414@gmail.com05524137819
Backup ContactÖzlem Örsal
ozlorsal@yahoo.com05334337495

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026