Nursing Strategies to Increase Vaccination Rates in Adolescents: Education, Video Animation and Games
Adolescent Vax
1 other identifier
interventional
210
1 country
1
Brief Summary
Purpose: This study aims to evaluate how immunization education, video animation, and game interventions based on the Health Belief Model (HBM) affect the immunization decisions of late adolescents. The findings could contribute to the development of targeted interventions to increase vaccine acceptance among adolescents. Hypotheses: Does the educational intervention, video animation, and game application affect adolescents' knowledge of vaccines? Do these interventions influence adolescents' positive attitudes towards vaccines? Will the interventions lead to significant changes in adolescents' health beliefs, especially regarding perceived risks, benefits, and barriers? Do the interventions increase vaccine acceptance and vaccination rates among adolescents? Do the interventions reduce vaccine hesitancy among adolescents? Can the Health Belief Model-based interventions provide an effective communication strategy to increase vaccine acceptance? Method: The research will be conducted from March 3 to March 30, 2025. Participants will undergo immunization education, video animation, and game applications. Expert opinions will be consulted for developing educational materials, videos, and games. Institutional approval will be obtained, and an informed consent form will be distributed to participants. Those who volunteer will be assigned numbers, and participants for the intervention and control groups will be selected using simple random sampling. Interventions: Educational Material: Aimed at increasing awareness about vaccines, the education focuses on the perceived risks, benefits, and barriers to vaccination. Video Animation: A video that explains how vaccines work, strengthen the immune system, and address perceived risks and benefits. Game Application: A simulation game called "infected interaction," where participants learn about the spread of infectious diseases during social interactions. Inclusion Criteria: Inclusion: Adolescents aged 18-21, willing to participate, complete research forms, and attend the sessions. Exclusion: Withdrawal from the study. Variables: Independent Variables: Gender, age, income, school, chronic illness, etc. Dependent Variables: Scale scores. Data Collection Tools: Adolescent Introductory Questionnaire: A form with 14 questions about demographic information and attitudes toward vaccination. Vaccine Hesitancy Scale: A 9-item scale measuring vaccine hesitancy. Self-Efficacy Scale: A 23-item scale to assess adolescents' self-efficacy in various contexts. Statistical Analysis: Sample size was determined by power analysis: 210 participants (105 intervention, 105 control). Data will be analyzed using IBM SPSS Statistics V 26. Normal distribution will be assessed with the Shapiro-Wilk test, and homogeneity of variance will be tested with Levene's test. Pre- and post-test scores will be compared using repeated measures ANOVA. A p-value of \<0.05 will be considered statistically significant. Expected Outcomes: Increased Knowledge: It is expected that educational interventions and video animations will improve adolescents' knowledge about vaccines, potentially influencing their attitudes. Positive Attitude Change: The intervention may lead to more positive attitudes towards vaccination. Changes in Health Beliefs: The intervention could alter adolescents' perceived risks, benefits, and personal beliefs regarding vaccines. Increased Vaccine Acceptance: The study may demonstrate that these interventions increase vaccine acceptance and vaccination rates. Effective Communication Strategies: The study may identify effective communication strategies for increasing vaccine acceptance among adolescents. Contribution to Public Health: This research could show that interventions targeting adolescents may play a critical role in improving public health by reducing the spread of infectious diseases.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Mar 2025
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
February 3, 2025
CompletedFirst Posted
Study publicly available on registry
February 18, 2025
CompletedStudy Start
First participant enrolled
March 3, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 30, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
April 10, 2025
CompletedApril 24, 2026
April 1, 2026
27 days
February 3, 2025
April 21, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
1. Increase in Vaccine Knowledge and Positive Attitude Change Toward Vaccines
The video animation, game application and educational program are expected to increase adolescents' knowledge about vaccines. This increased knowledge may lead to changes in attitudes towards vaccines and general health beliefs. The "Vaccine Hesitancy Scale" will be used for evaluation. The score obtained from the scale and its subdimensions is calculated by summing the points from the relevant items, and an increase in the score indicates a decrease in vaccine hesitancy. Although there is no specific cutoff point for the scale, the total score can range from 9 to 45 points.
3 weeks
2. Increase in Vaccination Acceptance Rates and Contribution to Public Health
This study may show that video animation, game implementation and educational interventions increase adolescents' vaccine acceptance, which may be valuable for the development of future public health strategies. The "Self-Afficacy-Efficacy Scale" will be used for the assessment. A score between 23 and 115 can be obtained from the scale. A higher score indicates a higher perception of Self-Efficacy-Competence regarding vaccines. The scale consists of four sub-dimensions.
3 weeks
Study Arms (2)
intervention
EXPERIMENTALcontrol group
SHAM COMPARATORInterventions
Participants in the intervention group will receive vaccine education, video animation and game practice.
There will be no intervention in this group. It will continue its active education.
Eligibility Criteria
You may qualify if:
- Aged between 18-21
- Willing to participate in the research
- Completes all research forms
- Fully participates in the training sessions
You may not qualify if:
- Desire to withdraw from the research
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Kahramanmaraş Sütçü İmam University
Kahramanmaraş, Eyalet/Yerleşke, 46000, Turkey (Türkiye)
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, OUTCOMES ASSESSOR
- Purpose
- HEALTH SERVICES RESEARCH
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant Professor
Study Record Dates
First Submitted
February 3, 2025
First Posted
February 18, 2025
Study Start
March 3, 2025
Primary Completion
March 30, 2025
Study Completion
April 10, 2025
Last Updated
April 24, 2026
Record last verified: 2026-04
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- STUDY PROTOCOL
all IPD collected, all IPD underlying the results in a publication