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UnknownNCT05110105

Exploring the Effect of Interactive Board Game Health Education on Improving Stroke Knowledge and Health Literacy in Community-Dwelling Adults

Status
Unknown
Phase
N/A
Study type
Interventional
Enrollment
115 (actual)
Sponsor
Taipei Medical University · Academic / Other
Sex
All
Age
50 Years
Healthy volunteers
Accepted

Summary

The purpose of this study is to explore the effectiveness between interactive board game health education and conventional health education in improving community-dwelling adults' stroke knowledge and self-reported stroke health literacy, including risk factors, symptoms, acute management of stroke, and 6 aspects of self-reported stroke health literacy. The intervention group will receive an interactive board game in a group (2\~6 individuals), while the control group was assigned to read the health education flier and watching the stroke prevention video. The follow-up period was set to be four weeks after the intervention, both control group, and intervention group.

Detailed description

Stroke is a major health problem and a known cause of death and disability. Approximately 13 million people suffered from stroke worldwide annually and it ranks fourth among the top 10 causes of death in Taiwan. In a recent survey of Taiwanese citizens on the World Stroke Day event (New Taipei City) in 2012, the public's stroke literacy was low, only 5.71% of them can reach "good stroke literacy". Generally, stroke education was mostly implemented in a one-way lecture way. Therefore, instead of one-way style health education, the investigators assume that interactive board games can increase stroke knowledge, stroke literacy, and self-reported stroke health literacy of community-dwelling seniors.

Conditions

Interventions

TypeNameDescription
BEHAVIORALInteractive board game health educationThe interactive board game includes risk factors, symptoms, and acute management of stroke. It's a card game combined with (1) addition and subtraction game (risk factors). (2) gestures game (symptoms) (3) matching game (acute management), but in traditional Chinese. The game was implemented in a group (2\~6 individuals) for 40 minutes.
BEHAVIORALConventional health educationThe health education flier was made refer to medical institutions, e.g., hospitals or clinics, the stroke prevention video was collected from the internet. Participants were assigned to read the health education flier for 20 minutes. Then watch the stroke prevention video for 20 minutes.

Timeline

Start date
2021-11-08
Primary completion
2022-01-31
Completion
2023-11-01
First posted
2021-11-05
Last updated
2023-04-12

Locations

1 site across 1 country: Taiwan

Source: ClinicalTrials.gov record NCT05110105. Inclusion in this directory is not an endorsement.