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Study aim
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Determine the effect of gamification mobile health application based on Pender’s health promotion model on medication adherence in adolescents with epilepsy
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Design
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A randomized controlled clinical trial was conducted with intervention and control groups, involving 92 patients.Simple randomization was performed using the RAND function in Excel.
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Settings and conduct
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This study will be conducted at the Ekbatan Hospital, Hamadan, Iran.Due to the nature of the intervention, blinding of investigators is not feasible.The statistician who will analyze the data will be blinded to the intervention and control groups
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Participants/Inclusion and exclusion criteria
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Inclusion Criteria: Adolescents aged 11 to 20 years with epilepsy with medium to poor medication adherence. Willingness to participate and cooperate in the study. Ability to use their own smartphone and access to the Internet.
Exclusion Criteria: Use of medications that affect the nervous system .Presence of developmental, psychological, or comorbid medical conditions.
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Intervention groups
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In the Intervention Group: a gamification app designed will be installed on adolescents' mobile phones and will be used as an intervention over a one-month period. The content was developed based on the constructs of the Pender model, and the program included five icons: Education, Quiz, Reminder, Forgetfulness, and Chat. After earning badges, points, and level upgrades, participants will complete the questionnaires at the end of the intervention period.
In the Control Group: During the intervention period, on the related virtual channel, only questionnaires and notifications to complete them will be provided. The Control Group will continue to receive usual care and routine visits. At the end of the study, to meet ethical considerations, the gamification content will also be provided to them
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Main outcome variables
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medication adherence