Nursing Strategies to Increase Vaccination Rates in Adolescents: Education, Video Animation and Games
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 210
- 试验地点
- 1
- 主要终点
- 1. Increase in Vaccine Knowledge and Positive Attitude Change Toward Vaccines
研究概览
简要总结
Purpose: This study aims to evaluate how immunization education, video animation, and game interventions based on the Health Belief Model (HBM) affect the immunization decisions of late adolescents. The findings could contribute to the development of targeted interventions to increase vaccine acceptance among adolescents.
Hypotheses:
Does the educational intervention, video animation, and game application affect adolescents' knowledge of vaccines? Do these interventions influence adolescents' positive attitudes towards vaccines? Will the interventions lead to significant changes in adolescents' health beliefs, especially regarding perceived risks, benefits, and barriers? Do the interventions increase vaccine acceptance and vaccination rates among adolescents? Do the interventions reduce vaccine hesitancy among adolescents? Can the Health Belief Model-based interventions provide an effective communication strategy to increase vaccine acceptance?
Method:
The research will be conducted from March 3 to March 30, 2025. Participants will undergo immunization education, video animation, and game applications. Expert opinions will be consulted for developing educational materials, videos, and games. Institutional approval will be obtained, and an informed consent form will be distributed to participants. Those who volunteer will be assigned numbers, and participants for the intervention and control groups will be selected using simple random sampling.
Interventions:
Educational Material: Aimed at increasing awareness about vaccines, the education focuses on the perceived risks, benefits, and barriers to vaccination.
Video Animation: A video that explains how vaccines work, strengthen the immune system, and address perceived risks and benefits.
Game Application: A simulation game called "infected interaction," where participants learn about the spread of infectious diseases during social interactions.
Inclusion Criteria:
Inclusion: Adolescents aged 18-21, willing to participate, complete research forms, and attend the sessions.
Exclusion: Withdrawal from the study.
Variables:
Independent Variables: Gender, age, income, school, chronic illness, etc. Dependent Variables: Scale scores.
Data Collection Tools:
Adolescent Introductory Questionnaire: A form with 14 questions about demographic information and attitudes toward vaccination.
Vaccine Hesitancy Scale: A 9-item scale measuring vaccine hesitancy. Self-Efficacy Scale: A 23-item scale to assess adolescents' self-efficacy in various contexts.
Statistical Analysis:
Sample size was determined by power analysis: 210 participants (105 intervention, 105 control). Data will be analyzed using IBM SPSS Statistics V 26. Normal distribution will be assessed with the Shapiro-Wilk test, and homogeneity of variance will be tested with Levene's test. Pre- and post-test scores will be compared using repeated measures ANOVA. A p-value of <0.05 will be considered statistically significant.
Expected Outcomes:
Increased Knowledge: It is expected that educational interventions and video animations will improve adolescents' knowledge about vaccines, potentially influencing their attitudes.
Positive Attitude Change: The intervention may lead to more positive attitudes towards vaccination.
Changes in Health Beliefs: The intervention could alter adolescents' perceived risks, benefits, and personal beliefs regarding vaccines.
Increased Vaccine Acceptance: The study may demonstrate that these interventions increase vaccine acceptance and vaccination rates.
Effective Communication Strategies: The study may identify effective communication strategies for increasing vaccine acceptance among adolescents.
Contribution to Public Health: This research could show that interventions targeting adolescents may play a critical role in improving public health by reducing the spread of infectious diseases.
详细描述
Introduction
The World Health Organization (WHO) defines adolescents as individuals between the ages of 10 and 19, a group that constitutes more than 15% of the global population. Psychosocial maturation during adolescence can be divided into three stages: early adolescence (ages 10-14), middle adolescence (ages 15-17), and late adolescence (ages 18-21).
Although most adolescents are healthy, they account for 6% of the global disease and injury burden. Additionally, risk factors for many adult diseases begin or intensify during adolescence. This highlights the importance of adolescent health as a global priority for individual quality of life, future adult health, and societal well-being. Adolescents are particularly vulnerable to infectious diseases, some of which can be prevented through vaccination.
In both the United States (U.S.) and globally, routine childhood immunizations are among the most effective and cost-efficient public health interventions for preventing infectious diseases and early death. In the U.S., more than 100 million cases of vaccine-preventable diseases, such as measles, mumps, rubella, and pertussis, have been prevented. However, adolescents face increased risks of infectious diseases due to biological, behavioral, and environmental factors, making them an important target group for vaccination programs.
Furthermore, childhood and adolescent vaccinations contribute to reducing many preventable diseases while also providing additional health benefits. For example, the HPV vaccine is responsible for preventing approximately 4.5% (640,000 cases) of new cancer cases worldwide. However, HPV vaccination rates among adolescents remain insufficient compared to other vaccines. Factors such as low parent awareness, concerns about vaccine safety, and fears about vaccination increasing sexual activity are key contributors to this issue. Globally, 13.5 million children miss at least one routine vaccine, leading to approximately 1.5 million deaths from vaccine-preventable diseases. Vaccine hesitancy refers to the delay or refusal of vaccination, despite its availability, which negatively impacts immunization efforts.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Health Services Research
- 盲法
- Double (Participant, Outcomes Assessor)
入排标准
- 年龄范围
- 18 Years 至 21 Years(Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Aged between 18-21
- •Willing to participate in the research
- •Completes all research forms
- •Fully participates in the training sessions
排除标准
- •Desire to withdraw from the research
研究组 & 干预措施
intervention
干预措施: intervention (Other)
control group
干预措施: active comparator (Other)
结局指标
主要结局
1. Increase in Vaccine Knowledge and Positive Attitude Change Toward Vaccines
时间窗: 3 weeks
The video animation, game application and educational program are expected to increase adolescents' knowledge about vaccines. This increased knowledge may lead to changes in attitudes towards vaccines and general health beliefs. The "Vaccine Hesitancy Scale" will be used for evaluation. The score obtained from the scale and its subdimensions is calculated by summing the points from the relevant items, and an increase in the score indicates a decrease in vaccine hesitancy. Although there is no specific cutoff point for the scale, the total score can range from 9 to 45 points.
2. Increase in Vaccination Acceptance Rates and Contribution to Public Health
时间窗: 3 weeks
This study may show that video animation, game implementation and educational interventions increase adolescents' vaccine acceptance, which may be valuable for the development of future public health strategies. The "Self-Afficacy-Efficacy Scale" will be used for the assessment. A score between 23 and 115 can be obtained from the scale. A higher score indicates a higher perception of Self-Efficacy-Competence regarding vaccines. The scale consists of four sub-dimensions.
次要结局
未报告次要终点
研究者
Hakan Avan
Assistant Professor
Kahramanmaras Sutcu Imam University
