The Effect of Health Education on Digital Game Addiction and Health Promotion Behavior in Adolescents
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 160
- 试验地点
- 1
- 主要终点
- Digital Game Addiction Scale for Children (DGAS-C)
研究概览
简要总结
This study aimed to evaluate the effectiveness of a school nurse-led health education program in reducing digital game addiction and improving health-promoting behaviors among adolescents. Using a Solomon four-group randomized controlled trial design, the study examined whether the health education intervention affected digital game addiction and health-promoting behaviors and whether pretest measurement influenced the intervention outcomes.
详细描述
This study was conducted using a Solomon four-group randomized controlled trial design in a public secondary school in Ankara, Türkiye. Participants were allocated to four study groups (Intervention I, Control I, Intervention II, and Control II) using stratified block randomization by grade level.
The intervention consisted of a four-week school nurse-led health education program delivered in four weekly 40-minute sessions. The educational program addressed digital game addiction and health-promoting behaviors, including healthy digital technology use, physical activity, balanced nutrition, sleep hygiene, stress management, interpersonal relationships, and health responsibility. The intervention was supported by standardized educational presentations and printed materials.
In accordance with the Solomon four-group design, Intervention I and Control I completed baseline assessments before the intervention, whereas Intervention II and Control II did not receive a pretest. Participants in both intervention groups received the same health education program, while the control groups continued their usual school curriculum. Post-intervention assessments were conducted at the three-month follow-up.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Sequential
- 主要目的
- Prevention
- 盲法
- None (Participant, Investigator, Outcomes Assessor)
入排标准
- 年龄范围
- 10 Years 至 14 Years(Child)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Enrolled as a student at the study school
- •Played digital games
- •Had access to at least one digital device (smartphone, tablet, computer, or game console)
- •Written informed consent provided by a parent or legal guardian
- •Verbal assent provided by the participant
- •Signed parental consent form returned within two weeks
排除标准
- •Diagnosis of attention-deficit/hyperactivity disorder (ADHD)
- •Language or speech difficulties
- •Psychiatric or educational problems that could interfere with participation
- •Difficulty understanding written or spoken Turkish
研究组 & 干预措施
Pretested Health Education Intervention
Participants completed the pretest, received the 4-week school nurse-led health education intervention consisting of four weekly 40-minute sessions, and completed the posttest at the 3-month follow-up.
干预措施: Health Education Program (Behavioral)
Non-Pretested Health Education Intervention
Participants did not complete a pretest. They received the same 4-week school nurse-led health education intervention consisting of four weekly 40-minute sessions and completed the posttest at the 3-month follow-up.
干预措施: Health Education Program (Behavioral)
Pretested Control
Participants completed the pretest and received no study-specific health education intervention during the study period. They continued their standard school curriculum and completed the posttest at the 3-month follow-up.
Non-Pretested Control
Participants did not complete a pretest and received no study-specific health education intervention during the study period. They continued their standard school curriculum and completed the posttest at the 3-month follow-up.
结局指标
主要结局
Digital Game Addiction Scale for Children (DGAS-C)
时间窗: 3 months after the intervention
The Children's Digital Game Addiction Scale is a 24-item, 5-point Likert-type scale used to assess digital game addiction. The scale consists of four subscales: Excessive Focus and Conflict Related to Digital Gaming; Tolerance Development in Game Time and Value Assigned to the Game; Postponement of Individual and Social Tasks/Homework; and Psychological-Physiological Reflection of Withdrawal and Immersion in the Game. Total scores range from 24 to 120, with higher scores indicating higher levels of digital game addiction.
Adolescent Health Promotion Scale (AHPS)
时间窗: 3 months after the intervention
The Adolescent Health Promotion Scale (AHPS) is a 40-item, 5-point Likert-type scale used to assess health-promoting behaviors among adolescents. The scale includes six subscales: nutrition, interpersonal support, health responsibility, self-actualization, exercise, and stress management. The total score ranges from 40 to 200, with higher scores indicating a higher level of health-promoting behaviors.
次要结局
未报告次要终点
研究者
Serpil Özdemir
PhD
Saglik Bilimleri Universitesi Gulhane Tip Fakultesi
