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临床试验/NCT07192445
NCT07192445已完成不适用

Exploring the Usability of Graphic Medicine as an Educational Tool Among Psychology Students

Fundación Pública Andaluza para la Investigación de Málaga en Biomedicina y Salud1 个研究点 分布在 1 个国家目标入组 158 人开始时间: 2025年2月18日最近更新:

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
158
试验地点
1
主要终点
Usability

研究概览

简要总结

This study explores the use of graphic medicine-which includes comics, graphic novels, and illustrations-as an innovative educational tool for psychology students learning about mental health. Traditional teaching methods, such as lectures and textbooks, are effective for delivering theoretical knowledge but may not fully capture the complexity of mental health experiences or encourage the empathy needed for future clinical practice. Graphic medicine offers a visual and narrative approach that can make abstract concepts more tangible, encourage active participation in learning, and foster emotional connection.

The primary aim of the study is to evaluate the usability of mental health-themed graphic novels among psychology students. Usability is assessed using the User Experience Questionnaire (UEQ), which measures aspects such as attractiveness, clarity, efficiency, reliability, stimulation, and novelty. Secondary aims include examining changes in students' emotional responses (positive and negative affect), motivation to learn about mental health, enjoyment of reading graphic novels, attitudes toward their use in education, willingness to use them in the future, and perceptions of their validity.

This is a pre-post quasi-experimental study involving psychology students from the University of Málaga. During the intervention, participants read selected excerpts from graphic novels that portray real-life experiences of individuals with mental health conditions, their families, and professionals involved in their care. These narratives aim to bridge the gap between theory and real-life application and evoke empathy.

Before and after the reading activity, students complete self-report questionnaires assessing usability and the secondary variables. Data analysis involves Wilcoxon signed-rank test for paired samples, with Bonferroni correction applied to control for multiple comparisons, and a thematic analysis with Atlas.ti.

研究设计

研究类型
Interventional
分配方式
Na
干预模型
Single Group
主要目的
Other
盲法
None

入排标准

年龄范围
18 Years 至 —(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • . Second-year Psychology students studying Psychopathology.

排除标准

  • . Students with language barriers.
  • . Students with severe reading or comprehension difficulties.

结局指标

主要结局

Usability

时间窗: Before and after the intervention (Baseline and one hour later)

The User Experience Questionnaire (UEQ) is designed to help people reflect on their feelings, impressions, and attitudes associated with the use of a product. It consists of six scales: Efficiency, Perspicuity, and Dependability (pragmatic dimension); Stimulation and Novelty (hedonic dimension); and Attractiveness. It presents 26 items that are evaluated on a scale ranging from -3 to +3, where -3 indicates the most negative response, 0 a neutral response, and +3 the most positive. The results are grouped around six main dimensions, organized into two broad categories: pragmatic quality (which encompasses aspects related to the usability and functionality of the resource) and hedonic quality (linked to the emotional, motivational, and aesthetic dimensions of the experience) (Schrepp, 2015).

次要结局

  • Content validity of the graphic novels(After the intervention (One hour later))
  • Reflections(After the intervention (One hour later))
  • Motivation to learn about mental health(Before and after the intervention (Baseline and one hour later))
  • Enjoyment of reading mental health graphic novels(Before and after the intervention (Baseline and one hour later))
  • Positive and negative affect(Before and after the intervention (Baseline and one hour later))
  • Motivation to read mental health graphic novels(Before and after the intervention (Baseline and one hour later))
  • Attitudes toward graphic novels(Before the intervention (Baseline and one hour later))
  • Perception of graphic novels in mental health education(After the intervention (One hour later))
  • Willingness to use mental health graphic novels(Before and after the intervention (Baseline and one hour later))

研究者

发起方
Fundación Pública Andaluza para la Investigación de Málaga en Biomedicina y Salud
申办方类型
Other
责任方
Sponsor

研究点 (1)

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