Clinical trial NCT06344754: Gamification in Family Planning Education: Impact on University Students
Official title: The Effect of Family Planning Education Delivered With the Gamification Method on the Knowledge and Attitudes of University Students
Study type: INTERVENTIONAL
Overall status: ACTIVE_NOT_RECRUITING
Phase: NA
Conditions: Gamification
Reproductive Health
Family Planning
Students
Keywords: gamification
family planning
university students
reproductive health
Lead sponsor: Lokman Hekim Üniversitesi
Sponsor class: OTHER_GOV
First posted: 2024-04-03
Enrollment: 40
Sex: FEMALE
Standard ages: CHILD
ADULT
OLDER_ADULT
Accepts healthy volunteers: yes
Allocation: NA
Intervention model: SINGLE_GROUP
Intervention model description: pre-test and post-test interventional study
Primary purpose: SUPPORTIVE_CARE

Brief summary: More than 3 billion of the worlds population are young people under the age of 25. According to WHO data, one million girls under the age of 15 give birth each year, mostly in low- and middle-income countries, and 3 million adolescent girls between the ages of 15 and 19 are exposed to unsafe abortions. Failure to meet the family planning needs of young people in a timely, adequate and appropriate manner can have significant public health impacts. According to World Health Statistics, the global birth rate for girls between 15 and 19 years of age is 49 out of 1000, and early pregnancy and childbirth can lead to serious health and social problems. In addition, this age group does not have sufficient information about pregnancy and its complications, and their access to and utilization of health services is low. Inadequacies in the education of adolescents on sexual issues and sociocultural differences further increase the sexual and reproductive health risks of young people in the university period. Information and services that will enable individuals to understand their sexuality and help them protect themselves from sexual risks should be provided specifically for that age. Therefore, it is important for young people to know family planning methods. In this study, it was aimed to examine the effect of family planning education to be given with gamification method, which is different from the classical method in the literature, on the knowledge and attitudes of university students.

Detailed description: Location of the research: The research will be conducted with students studying at Lokman Hekim University.

Time of the research: The research will be conducted in the fall semester of the 2023-2024 academic year.

Population, sample and research group: The population of the study will consist of students studying in the midwifery department. Students who agree to participate in the research will constitute the sample of the research.

Type of research: The research was planned as a one-group pretest-posttest quasi-experimental type with the aim of evaluating the effect of the education given with gamification method on the knowledge and attitudes of university students.

Eligibility criteria: Inclusion Criteria:

* not having received family planning training before
* having a smartphone

Exclusion Criteria:

* to have received family planning training before

Primary outcomes:
measure: Knowledge and attitude towards family planning
timeFrame: The measurement tools were administered one week before the training and one month after the training was completed. The study was completed in 5 weeks.
Secondary outcomes:
Other outcomes:
Locations:
city: Ankara
country: Turkey
facility: Lokman Hekim University
Study officials:
References: