跳至主要内容
临床试验/NCT06241989
NCT06241989进行中(未招募)不适用

Motivational Interviewing Supported Health Education on Digital Game Addiction and Cyberbullying inAdolescents Impact on Behavior

Gazi University2 个研究点 分布在 2 个国家目标入组 48 人开始时间: 2024年4月15日最近更新:
适应症

试验速览

阶段
不适用
状态
进行中(未招募)
入组人数
48
试验地点
2
主要终点
Digital Game Addiction Scale-7

研究概览

简要总结

With the widespread use of technology and internet, digital game addiction and cyberbullying behaviors have increased among adolescents. Effective interventions are needed to prevent these behaviors. The aim of the study is to determine the effect of health education supported by motivational interviewing on digital game addiction and cyberbullying behaviors in adolescents. The research will be conducted with a randomized controlled trial design. The intervention group will receive six sessions of motivational interviewing-supported health education. Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing. It is planned that each session will be 35 minutes and the sessions will be implemented one week apart.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Prevention
盲法
None

入排标准

年龄范围
14 Years 至 16 Years(Child)
性别
All
接受健康志愿者

入选标准

  • Continuing 9th grade education
  • Volunteering to participate in the research
  • Being given permission by their families to participate in the study

排除标准

  • Having problems understanding and speaking Turkish
  • Visual-hearing impairment
  • Having a neuropsychiatric disease

结局指标

主要结局

Digital Game Addiction Scale-7

时间窗: twelfth week

The scale consists of a total of seven items and has a five-point Likert scale. The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5". The lowest score that can be obtained from the scale is 7 and the highest score is 35. Two methods, monothetic and polythetic, are used to determine the gaming addiction status. In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.

Revised Cyberbullying Inventory-II

时间窗: twelfth week

Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to. The lowest score that can be obtained from the inventory is 10 and the highest score is 40. If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully". If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".

次要结局

未报告次要终点

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Sultan Ayaz Alkaya

Professor, Facultyof Nursing

Gazi University

研究点 (2)

Loading locations...

相似试验