Clinical Trials Logo

Clinical Trial Details — Status: Not yet recruiting

Administrative data

NCT number NCT05339035
Other study ID # lecturer
Secondary ID
Status Not yet recruiting
Phase N/A
First received
Last updated
Start date May 1, 2022
Est. completion date December 31, 2023

Study information

Verified date April 2022
Source Amasya University
Contact Asli Memis, Lecturer
Phone +905432992900
Email asli.memis@amasya.edu.tr
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

The research will be carried out on students studying at public secondary schools in the city center of Amasya. First of all, the digital game addiction levels of secondary school students who are randomly divided into experimental and control groups will be determined, and then students with digital game addiction will be included in the individual motivational interview program, which will last 6 sessions. In the last stage of the research, hippotherapy will be applied to the students 1 day a week for 8 weeks. The effect of motivational interviewing and hippoterain on digital game addiction will be investigated by pre-testing at the beginning of the research and post-testing at the end.


Description:

The research was designed as a "pretest-posttest control group design type" quasi-experimental. The population of the research consists of 6908 students enrolled in 35 secondary schools in Amasya city center and continuing their formal education. Among the students, 1730 students were determined as 5th Grade, 1763 as 6th Grade, 1754 as 7th Grade and 1661 as 8th Grade. Considering the intensity of the program, the 8th grade students who are preparing for the high school entrance exam are planned to be excluded from the study in order not to affect the study results negatively and considering that they will graduate from their schools during the follow-up process to be made at the end of the research. Private schools, secondary school students for the hearing impaired, 12 secondary school students in villages and towns will be excluded from the study, on the grounds that socioeconomic factors do not mislead the research results. There are a total of 4443 students studying in the 5th, 6th and 7th grades in 19 schools to be included in the study. Power analysis (G*Power 3.1.9.7) was performed on the basis of a similar study performed before in calculating the sample size of the study. As a result of the power analysis, when the effect size was taken as 0.50 for the effect size, the sample number determined for 0.80 power and 0.05 margin of error was calculated as a total of 54 individuals, with a minimum of 27 individuals for each group. Considering that there may be sample losses during the research process, when 20% of the sample is added to each group, it is aimed to reach a total of 64 students, 32 students in the experimental group and 32 students in the control group. 2 secondary schools will be determined from a neighborhood in the city center of Amasya, and the experimental control separation of the schools will be determined by drawing lots. Schools will be selected from the same neighborhood so that there is no difference in socioeconomic levels between schools. In order to prevent the experimental and control groups from being influenced by each other, 2 different schools will be selected. The determined sample group will be randomly selected among the students with a digital game addiction score of 73 and above by using the "Digital Game Addiction Scale", and the research will be carried out with students who volunteer. Randomization will be done using the https://www.randomizer.org/ website. Students in the experimental group will be trained according to the IMB model, motivational interviews will be made only with the experimental group, and the students will be included in the hippotherapy program, which lasts 1 hour once a week for 8 weeks. Hippotherapy applications will be carried out at the horse farm in Amasya, accompanied by expert horsemen.


Recruitment information / eligibility

Status Not yet recruiting
Enrollment 64
Est. completion date December 31, 2023
Est. primary completion date December 31, 2022
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 10 Years to 14 Years
Eligibility Inclusion Criteria: - Being an official secondary school student - Not having a physical disability - Not doing sports/exercise for at least 30 minutes each time, 3 days a week - Having a score of 73 or higher on the Digital Game Addiction Scale for Children - Not riding a horse regularly - Not afraid of horses and willing to ride Exclusion Criteria: - Being a private secondary school student - Having a physical disability - Do sports/exercise for at least 30 minutes each time, 3 days a week - Having a score of 72 or less on the Digital Game Addiction Scale for Children - Regular horseback riding - Fear of horses and not willingness to ride

Study Design


Related Conditions & MeSH terms


Intervention

Behavioral:
Training based on IMB model, motivational interview technique, hippotherapy program
In the first stage of the research, the "Digital Game Addiction Scale for Children" will be applied to the entire universe and participants with a digital game addiction score of 73 and above will be determined. According to the criteria of inclusion in the research, students will be informed and those who volunteer to participate in the study will be determined and listed. After the experimental and control groups are determined, the participants will be contacted and data collection forms will be applied. The students in the experimental group will be trained according to the IMB model, the students in the experimental group will be given a 6-session motivational interview program and the students will be taken to the hippotherapy program, which lasts 1 hour once a week for 8 weeks. Hippotherapy applications will be carried out at the horse farm in Amasya, accompanied by expert horsemen.

Locations

Country Name City State
Turkey Amasya University Amasya Merkez

Sponsors (1)

Lead Sponsor Collaborator
Asli Memis

Country where clinical trial is conducted

Turkey, 

Outcome

Type Measure Description Time frame Safety issue
Other Change in motivation to play digital games in the 19-item Digital Gaming Motivation Scale score at 8 weeks from baseline. The Digital Gaming Motivation Scale is a validated self-report tool that assesses the level of motivation to play digital games. The lowest score that can be obtained from the scale is "19" and the highest score is "95". Change = ( Week 8 score - Baseline score). Baseline and Week 8
Other Change from baseline in the 41-item Social Support Assessment Scale score for Children and Adolescents at 8 weeks. The Social Support Rating Scale for Children and Adolescents is an approved self-report tool that assesses perceived social support level. The lowest score that can be obtained from the scale is "41" and the highest score is "205". Change = ( Week 8 score - Baseline score). Baseline and Week 8
Other Change from baseline in the 18-item Digital Game Playing Attitude Scale score in 8 weeks. The Digital Gaming Attitude Scale is a validated, self-report tool that assesses the digital gaming attitude level. The lowest score that can be obtained from the scale is "18" and the highest score is "90". Change = ( Week 8 score - Baseline score). Baseline and Week 8
Other Change from baseline in the 21-item Children's Self-Efficacy Scale score at 8 weeks. The Children's Self-Efficacy Scale is an approved self-report tool that assesses the level of self-efficacy. The lowest score that can be obtained from the scale is "21" and the highest score is "105". Change = ( Week 8 score - Baseline score). Baseline and Week 8
Primary Change from baseline in the 24-item Digital Game Addiction Scale score for Children at 8 weeks. The Digital Game Addiction Scale for Children is a validated, self-report tool that assesses the level of digital game addiction. The lowest score that can be obtained from the scale is "24" and the highest score is "120". In the grading of the scale scoring; It is evaluated as "1-24: Normal group, 25-48: Low risk group, 49-72 Risk group, 73-96 Dependent group, 97-120 Highly dependent group". Change = ( Week 8 score - Baseline score). Baseline and Week 8
Secondary Change from baseline in the 12-item Digital Game Addiction Awareness Scale score in 8 weeks. The Digital Game Addiction Awareness Scale is a validated, self-report tool that assesses the level of awareness of digital game addiction. The lowest score that can be obtained from the scale is "12" and the highest score is "60". Change = ( Week 8 score - Baseline score). Baseline and Week 8
See also
  Status Clinical Trial Phase
Completed NCT04612842 - Engaging Older Adults in Fall Prevention Using Motivational Interviewing (MI) N/A
Not yet recruiting NCT06071130 - Emotion, Aging, and Decision Making N/A
Recruiting NCT06029959 - Stroke and CPAP Outcome Study 3 N/A
Enrolling by invitation NCT05547230 - a Research About the Effect of Body Awareness on Work Motivation and Quality of Life, Among Primary School Teachers
Not yet recruiting NCT04978194 - Effects of an Intervention on University Students' Mental Health and Learning During COVID-19 N/A
Completed NCT04505241 - Evaluating Mechanisms of Action of Adaptive Goal-Setting for Physical Activity N/A
Completed NCT02924025 - Motivational Interviewing as an Intervention for PCOS N/A
Completed NCT01433679 - The Effect of a Web-Based Behavioral Intervention on Physical Activity Levels in Adolescents N/A
Completed NCT00705887 - A Motivational Enhancement Approach to Skin Cancer Prevention N/A
Completed NCT05100524 - Motivational Interview for Daily Living Activities in Elderly People Undergoing Total Knee Replacement N/A
Completed NCT05562245 - Motivational Interviewing-Based Breastfeeding Education N/A
Completed NCT04024371 - Validating Reward-related Biomarkers (RTOC)
Enrolling by invitation NCT03328962 - Smoking Cessation in Cancer Treatment N/A
Recruiting NCT05803213 - Learning Efficacy and Motivation of Medical Students in Clinical Training With Virtual Reality N/A
Completed NCT06044090 - Brain and Stress Study Phase 4
Completed NCT04927923 - The Effect of Hope-focused Motivational Interview on Individuals Receiving Hemodialysis Treatment N/A
Completed NCT05499338 - Motivation as a Strategy for Adherence to a Stretching Program for Basketball Players N/A
Completed NCT03681509 - Pramipexole and Emotional Processing N/A
Recruiting NCT05065151 - Understanding Motivation in Parkinson's Patients Through Neurophysiology N/A
Recruiting NCT06257446 - InformationSeekingMesolimbicEngagementStudy1 N/A