NCT07192445

Brief Summary

This study explores the use of graphic medicine-which includes comics, graphic novels, and illustrations-as an innovative educational tool for psychology students learning about mental health. Traditional teaching methods, such as lectures and textbooks, are effective for delivering theoretical knowledge but may not fully capture the complexity of mental health experiences or encourage the empathy needed for future clinical practice. Graphic medicine offers a visual and narrative approach that can make abstract concepts more tangible, encourage active participation in learning, and foster emotional connection. The primary aim of the study is to evaluate the usability of mental health-themed graphic novels among psychology students. Usability is assessed using the User Experience Questionnaire (UEQ), which measures aspects such as attractiveness, clarity, efficiency, reliability, stimulation, and novelty. Secondary aims include examining changes in students' emotional responses (positive and negative affect), motivation to learn about mental health, enjoyment of reading graphic novels, attitudes toward their use in education, willingness to use them in the future, and perceptions of their validity. This is a pre-post quasi-experimental study involving psychology students from the University of Málaga. During the intervention, participants read selected excerpts from graphic novels that portray real-life experiences of individuals with mental health conditions, their families, and professionals involved in their care. These narratives aim to bridge the gap between theory and real-life application and evoke empathy. Before and after the reading activity, students complete self-report questionnaires assessing usability and the secondary variables. Data analysis involves Wilcoxon signed-rank test for paired samples, with Bonferroni correction applied to control for multiple comparisons, and a thematic analysis with Atlas.ti.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
158

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Feb 2025

Geographic Reach
1 country

1 active site

Status
completed

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

Study Start

First participant enrolled

February 18, 2025

Completed
Same day until next milestone

Primary Completion

Last participant's last visit for primary outcome

February 18, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

February 18, 2025

Completed
7 months until next milestone

First Submitted

Initial submission to the registry

September 4, 2025

Completed
21 days until next milestone

First Posted

Study publicly available on registry

September 25, 2025

Completed
Last Updated

September 25, 2025

Status Verified

September 1, 2025

Enrollment Period

Same day

First QC Date

September 4, 2025

Last Update Submit

September 17, 2025

Conditions

Keywords

comic bookgraphic novelmental healthuniversity

Outcome Measures

Primary Outcomes (1)

  • Usability

    The User Experience Questionnaire (UEQ) is designed to help people reflect on their feelings, impressions, and attitudes associated with the use of a product. It consists of six scales: Efficiency, Perspicuity, and Dependability (pragmatic dimension); Stimulation and Novelty (hedonic dimension); and Attractiveness. It presents 26 items that are evaluated on a scale ranging from -3 to +3, where -3 indicates the most negative response, 0 a neutral response, and +3 the most positive. The results are grouped around six main dimensions, organized into two broad categories: pragmatic quality (which encompasses aspects related to the usability and functionality of the resource) and hedonic quality (linked to the emotional, motivational, and aesthetic dimensions of the experience) (Schrepp, 2015).

    Before and after the intervention (Baseline and one hour later)

Secondary Outcomes (9)

  • Positive and negative affect

    Before and after the intervention (Baseline and one hour later)

  • Motivation to learn about mental health

    Before and after the intervention (Baseline and one hour later)

  • Motivation to read mental health graphic novels

    Before and after the intervention (Baseline and one hour later)

  • Enjoyment of reading mental health graphic novels

    Before and after the intervention (Baseline and one hour later)

  • Attitudes toward graphic novels

    Before the intervention (Baseline and one hour later)

  • +4 more secondary outcomes

Study Arms (1)

Graphic Medicine Reading Intervention

EXPERIMENTAL

Participants in this arm read selected excerpts from mental health-themed graphic novels. The materials portray personal experiences of individuals with mental health conditions, their families, and healthcare professionals. The excerpts combine narrative text and visual storytelling to illustrate real-life challenges, coping strategies, and perspectives related to mental health. The reading session is completed individually in a classroom setting.

Other: Reading of Mental Health Graphic Novels

Interventions

Participants read carefully selected excerpts from graphic novels focused on mental health. These excerpts integrate written narratives with visual storytelling to illustrate daily life challenges, symptoms, interpersonal relationships, and treatment experiences in mental health contexts. The intervention is conducted individually in a supervised classroom environment. Along with the graphic novel, a guide is provided with questions designed to encourage focused and reflective reading.

Graphic Medicine Reading Intervention

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Second-year Psychology students studying Psychopathology.

You may not qualify if:

  • Students with language barriers.
  • Students with severe reading or comprehension difficulties.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of Málaga

Málaga, Málaga, Spain

Location

Related Publications (4)

  • Lesinska-Sawicka M. Using graphic medicine in teaching multicultural nursing: a quasi-experimental study. BMC Med Educ. 2023 Apr 17;23(1):255. doi: 10.1186/s12909-023-04223-2.

    PMID: 37069640BACKGROUND
  • Williams L, Harstade CW, Anderson N, Deshmukh A, Gayton A, Gott M, Guo P, Nicol J, Tavares T, Waterworth S. Nursing students' reactions to a graphic novel: A multi-national descriptive qualitative study. Nurse Educ Today. 2024 Aug;139:106229. doi: 10.1016/j.nedt.2024.106229. Epub 2024 Apr 25.

    PMID: 38691902BACKGROUND
  • Consorti F, Fiorucci S, Martucci G, Lai S. Graphic Novels and Comics in Undergraduate and Graduate Medical Students Education: A Scoping Review. Eur J Investig Health Psychol Educ. 2023 Oct 16;13(10):2262-2275. doi: 10.3390/ejihpe13100160.

    PMID: 37887161BACKGROUND
  • Anderson PF, Wescom E, Carlos RC. Difficult Doctors, Difficult Patients: Building Empathy. J Am Coll Radiol. 2016 Dec;13(12 Pt B):1590-1598. doi: 10.1016/j.jacr.2016.09.015.

    PMID: 27888946BACKGROUND

MeSH Terms

Conditions

Psychological Well-Being

Condition Hierarchy (Ancestors)

Personal SatisfactionBehavior

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Purpose
OTHER
Intervention Model
SINGLE GROUP
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

September 4, 2025

First Posted

September 25, 2025

Study Start

February 18, 2025

Primary Completion

February 18, 2025

Study Completion

February 18, 2025

Last Updated

September 25, 2025

Record last verified: 2025-09

Locations