Clinical Trials Directory

Trials / Completed

CompletedNCT07489365

Evaluability and Feasibility of the eHOOD Intervention

Evaluability and Feasibility of the eHOOD: A Multi-Component Intervention to Promote Well-being, Healthy Weight, and Lifestyle Habits Among Adolescents in Vulnerable Positions Through Gaming, Physical and Social Activities, and Education

Status
Completed
Phase
N/A
Study type
Interventional
Enrollment
22 (actual)
Sponsor
Center for Clinical Research and Prevention · Network
Sex
All
Age
12 Years – 17 Years
Healthy volunteers
Not accepted

Summary

The goal of this feasibility study is to learn how to best evaluate the eHOOD intervention of-fered to adolescents in lower secondary education with psycho-social challenges. The main questions it aims to answer are: 1. What is an appropriate evaluation design for testing the eHOOD intervention? 2. Is the evaluation design feasible in terms of outcomes, measurements, instruments, data collection procedures, and participant acceptability? 3. Is the eHOOD intervention feasible and acceptable in terms of recruitment, retention of participants, and participant satisfaction and engagement? Participants will meet once a week in 25 weeks and take part in physical activity, communal cooking and dining, education in healthy lifestyle, and online gaming with instruction in a social community with peers. They will answer questionnaires and participate in interviews at the beginning and end of the intervention and their development will be assessed by the eHOOD coach.

Conditions

Interventions

TypeNameDescription
BEHAVIORALeHOODWeekly meetings are hosted by the coach and one or two local pedagogues. Each meeting contains physical activity, preparation and intake of dinner, educational sessions, and gaming with instruction. Physical activities include ball games such as football, basketball, and table tennis, fitness training, traditional children's games, and coordination and reaction training. Educational sessions include teaching healthy dietary habits, sleeping habits, and exercise habits, focusing on the importance of taking care of one's body and staying fit to perform well in gaming. Gaming sessions contain training and gaming in teams. Additionally, partic-ipants are paired in teams and are given small assignments to be performed together between the weekly meetings. Communal cooking and dining are included as social and educational activities. Participants take turns preparing and serving dinner for their peers with supervi-sion from the pedagogue.

Timeline

Start date
2022-10-01
Primary completion
2023-08-31
Completion
2023-12-31
First posted
2026-03-24
Last updated
2026-03-24

Locations

2 sites across 1 country: Denmark

Source: ClinicalTrials.gov record NCT07489365. Inclusion in this directory is not an endorsement.