AdolescentNCT05567146
The Effect of Tele-Nursing Gamification Technique
A study testing Experimental group in people with Adolescent, run by Aksaray University at 1 site in Turkey (Türkiye).
Trial 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… Read more about this study
- Who is it for?
- Ages 14 to 19 yearsHealthy volunteers can take part
- Conditions the study is for
- Adolescent
- What is being tested?
- Experimental group
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 80 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 1 Aug 2022to 30 Oct 2022
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 14 to 19 years
- All sexes
- Healthy volunteers accepted
- Child, Adult
Who may be able to join
- 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
Who cannot join
- Implementing a regular exercise program
- To apply any diet program (diabetic, vegan, vegetarian, alkaline, ketogenic diet etc.)
- Having a chronic illness
- Using regular medication
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site, 1 recruiting
- Recruiting
Aksaray University
Aksaray, Centre, 68100
sevim uğur, 05524137819, sevim.ugur1414@gmail.com
Özlem Örsal
About this study
Official title: The Effect of Tele-Nursing Gamification Technique on Nutritional Behavior and Physical Activity Level of Adolescents
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.
Read the 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.
- Conditions
- Adolescent
- Being tested
- Experimental group
- Keywords
- Nutrition, Adolescent, Gamification, Tele-Nursing, Physical Activity
- Medical subject headings
- Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Experimental groupBehavioural
Also called gamification technique with tele-nursing
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.
| Study group | Role | What they receive |
|---|---|---|
| Experimental group | Experimental | Adolescents going to high school, Gamification technique is applied to the Intervention group for seven weeks.
Intervention:gamification technique with tele-nursing Receives: Behavioral: Experimental group |
| Control group | No intervention | Adolescents going to high school |
What is being measured
The primary outcome is the main question the study is designed to answer.
Descriptive Characteristics Information Form
It consists of a total of 10 questions, including three open-ended and seven multiple-choice questions.
Measured: week 0
Physical Activity Scale for Adolescents
On 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.
Measured: week 0
Beverage Consumption Form
daily drink types and quantities are recorded
Measured: week 0
Fruit and Vegetable Consumption Change Process Scale
The 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 1"I 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.
Measured: week 0
Feeding Behavior Scale
It 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.
Measured: week 0
Health Status Perception Scale
. 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.
Measured: week 0
Secondary outcomes (5)
Physical Activity Scale for Adolescents
On 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.
Measured: 7 weeks
Beverage Consumption Form
daily drink types and quantities are recorded
Measured: 7 weeks
Fruit and Vegetable Consumption Change Process Scale
The 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 1"I 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.
Measured: 7 weeks
Feeding Behavior Scale
It 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.
Measured: 7 weeks
Health Status Perception Scale
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.
Measured: 7 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted5 Oct 2022
- Study start1 Aug 2022
- Primary completion30 Sep 2022 (estimated)
- Study completion30 Oct 2022 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for AdolescentStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- It is an experimental study with randomized pretest-posttest control group.
- Masking
- None (open label)
- Enrolment
- 80 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Aksaray University
- Sponsor type
- University, hospital or other
- Collaborators
- Eskisehir Osmangazi University
- Responsible party
- Principal investigator, sevim uğur, Aksaray University
- Investigators
- sevim uğur, Principal investigator, Aksaray Universityözlem örsal, Study director, Eskisehir Osmangazi University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05567146
- Sponsor's protocol ID
- Aksaray Universıty
- Status last verified
- Oct 2022
- First submitted
- 18 Aug 2022
- Last updated
- 5 Oct 2022
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 5 Oct 2022. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Tele-Nursing Gamification Technique on Nutritional Behavior and Physical Activity Level of Adolescents
- ClinicalTrials.gov ID
- NCT05567146
- Acronym / sponsor ID
- Aksaray Universıty
- Conditions
- Adolescent
- Keywords
- Nutrition, Adolescent, Gamification, Tele-Nursing, Physical Activity
- Study type
- Interventional
- Recruitment status
- Unknown status
- Enrolment
- 80 participants (estimated)
- Lead sponsor
- Aksaray UniversityUniversity, hospital or other
- Collaborators
- Eskisehir Osmangazi University
- Study start
- 1 Aug 2022 (actual)
- Primary completion
- 30 Sep 2022 (estimated)
- Study completion
- 30 Oct 2022 (estimated)
- First posted
- 5 Oct 2022 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
- Model description
- It is an experimental study with randomized pretest-posttest control group.
| Arm | Type | Receives |
|---|---|---|
| Experimental group | Experimental | Behavioral: Experimental groupAdolescents going to high school, Gamification technique is applied to the Intervention group for seven weeks. Intervention:gamification technique with tele-nursing |
| Control group | No intervention | –Adolescents going to high school |
Who may qualify
- Ages
- 14 to 19 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult
Key inclusion criteria (5 listed)
- 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
Key exclusion criteria (4 listed)
- Implementing a regular exercise program
- To apply any diet program (diabetic, vegan, vegetarian, alkaline, ketogenic diet etc.)
- Having a chronic illness
- Using regular medication
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Experimental groupAlso: gamification technique with tele-nursingIt 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. | Behavioural | Experimental group |
Primary outcome
Descriptive Characteristics Information Form
Time frame: week 0
It consists of a total of 10 questions, including three open-ended and seven multiple-choice questions.
Physical Activity Scale for Adolescents
Time frame: week 0
On 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 Form
Time frame: week 0
daily drink types and quantities are recorded
Fruit and Vegetable Consumption Change Process Scale
Time frame: week 0
The 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 1"I 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 Scale
Time frame: week 0
It 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 Scale
Time frame: week 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.
5 secondary outcomes
Physical Activity Scale for Adolescents
Time frame: 7 weeks
Beverage Consumption Form
Time frame: 7 weeks
Fruit and Vegetable Consumption Change Process Scale
Time frame: 7 weeks
Feeding Behavior Scale
Time frame: 7 weeks
Health Status Perception Scale
Time frame: 7 weeks
Results and safety
Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 5 Oct 2022.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
sevim uğur principal investigator
Aksaray University
özlem örsal study director
Eskisehir Osmangazi University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Experimental group in people with Adolescent, run by Aksaray University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 5 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: status not confirmed, as of the sponsor's last update on 5 Oct 2022. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
Results are not available in the source record.
How can a doctor refer a patient or contact the research team?
Contact sevim uğur (05524137819, sevim.ugur1414@gmail.com), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Descriptive Characteristics Information Form (time frame: week 0). The study lists 6 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 5 Oct 2022.