This study aimed to evaluate the effectiveness of a school nurse-led health education program in reducing digital game addiction and improving health-promoting behaviors among adolescents. Using a Solomon four-group randomized controlled trial design, the study examined whether the health education intervention affected digital game addiction and health-promoting behaviors and whether pretest measurement influenced the intervention outcomes.
This study was conducted using a Solomon four-group randomized controlled trial design in a public secondary school in Ankara, Türkiye. Participants were allocated to four study groups (Intervention I, Control I, Intervention II, and Control II) using stratified block randomization by grade level. The intervention consisted of a four-week school nurse-led health education program delivered in four weekly 40-minute sessions. The educational program addressed digital game addiction and health-promoting behaviors, including healthy digital technology use, physical activity, balanced nutrition, sleep hygiene, stress management, interpersonal relationships, and health responsibility. The intervention was supported by standardized educational presentations and printed materials. In accordance with the Solomon four-group design, Intervention I and Control I completed baseline assessments before the intervention, whereas Intervention II and Control II did not receive a pretest. Participants in both intervention groups received the same health education program, while the control groups continued their usual school curriculum. Post-intervention assessments were conducted at the three-month follow-up.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Enrollment
160
The intervention consisted of a four-week health education program delivered through four weekly 40-minute sessions. The program addressed digital game addiction and health-promoting behaviors, including healthy digital technology use, physical activity, balanced nutrition, sleep hygiene, stress management, interpersonal relationships, and health responsibility. The sessions were delivered using standardized PowerPoint presentations and supported by printed educational brochures.
Saglik Bilimleri Universitesi Gulhane Hemsirelik Fakultesi
Ankara, Etlik, Turkey (Türkiye)
Digital Game Addiction Scale for Children (DGAS-C)
The Children's Digital Game Addiction Scale is a 24-item, 5-point Likert-type scale used to assess digital game addiction. The scale consists of four subscales: Excessive Focus and Conflict Related to Digital Gaming; Tolerance Development in Game Time and Value Assigned to the Game; Postponement of Individual and Social Tasks/Homework; and Psychological-Physiological Reflection of Withdrawal and Immersion in the Game. Total scores range from 24 to 120, with higher scores indicating higher levels of digital game addiction.
Time frame: 3 months after the intervention
Adolescent Health Promotion Scale (AHPS)
The Adolescent Health Promotion Scale (AHPS) is a 40-item, 5-point Likert-type scale used to assess health-promoting behaviors among adolescents. The scale includes six subscales: nutrition, interpersonal support, health responsibility, self-actualization, exercise, and stress management. The total score ranges from 40 to 200, with higher scores indicating a higher level of health-promoting behaviors.
Time frame: 3 months after the intervention
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