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Digital Cardiovascular Health Promotion Among School-going Adolescents in Nepal

Digital Intervention for School-going Adolescents: A Serious Games Approach for Cardiovascular Health Promotion in Nepal

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06668675
Acronym
HRIDAYA
Enrollment
345
Registered
2024-10-31
Start date
2023-07-02
Completion date
2023-09-10
Last updated
2024-10-31

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

Conditions

Heart Disease

Keywords

Digital cardiovascular health promotion, Nepal, School-going adolescents, Mobile games, Serious games

Brief summary

The goal of this HRIDAYA project is to see if a digital mobile game can improve knowledge about heart disease among school-going adolescents. The researchers will divide adolescents of public and private schools into two groups. Each group will contain adolescents from both the school types. Knowledge, attitude and practice (KAP) of adolescents will be tested before intervention. One group will receive a mobile game and the other will not receive the game. After two weeks of game play, the KAP of the adolescents will be tested again. The changes in KAP before and after playing the game in the two groups will be compared. The participants will need to: * Give pretest of KAP regarding CVD * Download the game in their mobile devices. * Install the game * Play the game for 2 weeks * Give post test of KAP regarding CVD

Detailed description

With the rise in non-communicable diseases (NCDs), cardiovascular disease (CVD) prevalence is increasing in Nepal. CVD risk factors (smoking, harmful use of alcohol, insufficient intake of fruits and vegetables, obesity, hypertension, diabetes and dyslipidemia) are common among adolescents. Despite high prevalence, the knowledge, attitude and practice regarding CVD among adolescents is poor. Since CVDs often begin with modifiable risk behaviors established during adolescence which manifest later, it becomes utmost important to target this population. To tackle this growing problem, a possible way to educate the children on heart-health at the community level is through schools. The overall aim of this HRIDAYA project is to develop a cardiovascular health education and pilot it among school-going adolescents in Nepal to improve their cardiovascular health awareness. This HRIDAYA project is a school based parallel trial with digital health promotion intervention aimed at adolescents of grades 8-10 in the public and private schools of Jhaukhel and Duwakot Health Demographic Surveillance Site (JD-HDSS). The JD-HDSS consists of two wards Jhaukhel and Duwakot of Bhaktapur district, 13 kms away from Kathmandu, the capital of Nepal. A baseline study was carried out to identify knowledge gaps regarding cardiovascular disease (CVDs) among adolescents. These gaps defined the learning goals of the game. Then a paper game prototype was developed in collaboration with the School of Informatics, University of Skövde, Sweden and tested among 10 adolescents. The knowledge gaps combined with the visual recognition and preferences from the paper game prototype testing were mapped into the serious game mechanics resulting in a digital serious game called 'Happy Heart'. For the intervention, adolescents studying in grades 8-10 from one public and two private schools will be selected purposively for each of the intervention and control arm of the study. Pre-intervention testing of the knowledge, attitude and practice (KAP) will be done before the intervention. The adolescents in the intervention arm will receive a link to download the game in their mobile devices. They will play the game for 2 weeks. A post intervention test will again be done regarding the KAP for CVDs. The data will be entered and analyzed in SPSS version 28. The change in knowledge (primary outcome), attitude and practice (secondary outcome) in the intervention and control group will be identified using the difference in difference analysis.

Interventions

OTHERA serious game known as the 'Happy Heart' will be used as the intervention.

The serious game known as 'Happy Heart' is a mobile game used for educational purpose in addition to entertainment. It focuses on healthy habits for the heart and is aimed at improving knowledge on diet and physical activity among school-going adolescents. The game is developed in collaboration with the game development team from the School of Informatics, University of Skövde and the health team from Kathmandu Medical College, Nepal.

Sponsors

University of Skövde
CollaboratorOTHER
Kathmandu Medical College and Teaching Hospital
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
13 Years to 15 Years
Healthy volunteers
Yes

Inclusion criteria

* Adolescents studying in grades 8-10 in public and private schools in JD-HDSS.

Exclusion criteria

* Adolescents absent during data collection period

Design outcomes

Primary

MeasureTime frameDescription
Knowledge score2 monthsThe knowledge of the adolescents will be measured using the knowledge part of the 'Knowledge, attitude and practice of cardiovascular disease among school-going adolescents' questionnaire before and after the serious game is administered. The total knowledge score obtained by the adolescents will be converted into percentage. So the minimum score is 0% and maximum score is 100%. Higher the percent score, better will be the knowledge. The primary outcome is the change in knowledge score of adolescents before and after playing the serious game 'Happy Heart'.

Secondary

MeasureTime frameDescription
Attitude score2 monthsThe attitude of the adolescents will be measured using the 5 point Likert scale in the attitude part of the 'Knowledge, attitude and practice of cardiovascular disease among school-going adolescents' questionnaire before and after the serious game is administered. The total score obtained by the adolescents in attitude will be converted into percentage. So the minimum score is 0% and maximum score is 100%. Higher the percent score, better will be the attitude. So, the secondary outcome is the change in attitude score of adolescents before and after playing the serious game 'Happy Heart'.

Other

MeasureTime frameDescription
Practice score2 monthsThe practice of the adolescents will be measured using the practice part of the 'Knowledge, attitude and practice of cardiovascular disease among school-going adolescents' questionnaire before and after the serious game is administered. The practice will be scored based on the American Heart Association guidelines. These included if the adolescents ate five servings of fruits and vegetables, practiced 60 minutes of physical activity daily and did not smoke or drink. The total score obtained by the adolescents in practice will be converted into percentage. So the minimum score is 0% and maximum score is 100%. Higher the score better will be the practice. Another secondary outcome is the change in practice score of adolescents before and after playing the serious game 'Happy Heart'.

Countries

Nepal

Outcome results

None listed

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