Motivation Clinical Trial
Official title:
The Effect Of Information, Motivation, Behavioral Skills Model-Based Motivational İnterview And Hippotherapy Program On Adolescents' Digital Game Addiction Levels
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.
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 |
Country | Name | City | State |
---|---|---|---|
Turkey | Amasya University | Amasya | Merkez |
Lead Sponsor | Collaborator |
---|---|
Asli Memis |
Turkey,
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 |
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