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The Effect of the Simulove Board Game as Sexual Health Education: A Quasi-Experimental Study

The Effect of the Simulove Board Game as Sexual Health Education: A Quasi-Experimental Study

Status
Active, not recruiting
Phases
Early Phase 1
Study type
Interventional
Source
TCTR
Registry ID
TCTR20260127009
Enrollment
88
Registered
2026-01-27
Start date
2026-02-01
Completion date
Unknown
Last updated
2026-08-03

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

Conditions

Prevention of Risky Sexual Behaviors, and Adolescent Reproductive Health Knowledge and Attitudes Adolescent, Reproductive Health, Sexual Health, Health Knowledge, Attitudes, Practice, Health Education, Games and Exercise, School Health Services, Nursing Intervention.

Interventions

SIMULOVE Board Game is an interactive educational board game focused on adolescent sexual and reproductive health,Conventional health education using standard lectures and printed brochures regarding
Experimental Behavioral,No Intervention Behavioral
SIMULOVE Board Game,Conventional sexual health education

Sponsors

Faculty of Nursing, Universitas Indonesia
Lead Sponsor

Eligibility

Sex/Gender
All
Age
15 Years to 19 Years

Inclusion criteria

Inclusion criteria: - Active students in Grade 10 and Grade 11 currently enrolled at the selected high school. - Adolescents aged between 15 and 19 years. -Able to read and write in Bahasa Indonesia fluently. Willing to participate in the study by providing assent and obtaining written parental consent.

Exclusion criteria

Exclusion criteria: - Students with physical or cognitive disabilities that may hinder their ability to play the board game or complete the questionnaires. - Students who are absent from school during the data collection and intervention period.

Design outcomes

Primary

MeasureTime frame
Knowledge Score Measured at baseline (pre-test) and immediately after the intervention (post-test). questionnaire,Attitude Score Measured at baseline (pre-test) and immediately after the intervention (post-test). questionnaire

Secondary

MeasureTime frame
Adolescents' Motivation, Ability, Knowledge, and Engagement Measured immediately after the intervention (post-test) to evaluate the effectiveness of the board game as a learning media. Measured using the MAKE Framework questionnaire adapted from Haruna

Countries

Indonesia

Contacts

Public ContactReztika Cahyani

Faculty of Nursing, Universitas Indonesia

reztika.cahyani@ui.ac.id6282384586198

Outcome results

None listed

Source: TCTR (via WHO ICTRP) · Data processed: Aug 10, 2026