The Effect of Tele-Nursing Gamification Technique on Nutritional Behavior and Physical Activity Level of Adolescents
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 发起方
- 入组人数
- 80
- 试验地点
- 2
- 主要终点
- Beverage Consumption Form
研究概览
简要总结
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.
详细描述
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.
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 19 Years(Child, Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •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
排除标准
- •Implementing a regular exercise program
- •To apply any diet program (diabetic, vegan, vegetarian, alkaline, ketogenic diet etc.)
- •Having a chronic illness
- •Using regular medication
结局指标
主要结局
Beverage Consumption Form
时间窗: week 0
daily drink types and quantities are recorded
Descriptive Characteristics Information Form
时间窗: week 0
It consists of a total of 10 questions, including three open-ended and seven multiple-choice questions.
Physical Activity Scale for Adolescents
时间窗: 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.
Fruit and Vegetable Consumption Change Process Scale
时间窗: 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
时间窗: 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
时间窗: 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.
次要结局
- Beverage Consumption Form(7 weeks)
- Physical Activity Scale for Adolescents(7 weeks)
- Health Status Perception Scale(7 weeks)
- Feeding Behavior Scale(7 weeks)
- Fruit and Vegetable Consumption Change Process Scale(7 weeks)
研究者
sevim uğur
lecturer
Aksaray University
