Purpose: This study aims to evaluate how immunization education, video animation, and game interventions based on the Health Belief Model (HBM) affect the immunization decisions of late adolescents. The findings could contribute to the development of targeted interventions to increase vaccine acceptance among adolescents. Hypotheses: Does the educational intervention, video animation, and game application affect adolescents' knowledge of vaccines? Do these interventions influence adolescents' positive attitudes towards vaccines? Will the interventions lead to significant changes in adolescents' health beliefs, especially regarding perceived risks, benefits, and barriers? Do the interventions increase vaccine acceptance and vaccination rates among adolescents? Do the interventions reduce vaccine hesitancy among adolescents? Can the Health Belief Model-based interventions provide an effective communication strategy to increase vaccine acceptance? Method: The research will be conducted from March 3 to March 30, 2025. Participants will undergo immunization education, video animation, and game applications. Expert opinions will be consulted for developing educational materials, videos, and games. Institutional approval will be obtained, and an informed consent form will be distributed to participants. Those who volunteer will be assigned numbers, and participants for the intervention and control groups will be selected using simple random sampling. Interventions: Educational Material: Aimed at increasing awareness about vaccines, the education focuses on the perceived risks, benefits, and barriers to vaccination. Video Animation: A video that explains how vaccines work, strengthen the immune system, and address perceived risks and benefits. Game Application: A simulation game called "infected interaction," where participants learn about the spread of infectious diseases during social interactions. Inclusion Criteria: Inclusion: Adolescents aged 18-21, willing to participate, complete research forms, and attend the sessions. Exclusion: Withdrawal from the study. Variables: Independent Variables: Gender, age, income, school, chronic illness, etc. Dependent Variables: Scale scores. Data Collection Tools: Adolescent Introductory Questionnaire: A form with 14 questions about demographic information and attitudes toward vaccination. Vaccine Hesitancy Scale: A 9-item scale measuring vaccine hesitancy. Self-Efficacy Scale: A 23-item scale to assess adolescents' self-efficacy in various contexts. Statistical Analysis: Sample size was determined by power analysis: 210 participants (105 intervention, 105 control). Data will be analyzed using IBM SPSS Statistics V 26. Normal distribution will be assessed with the Shapiro-Wilk test, and homogeneity of variance will be tested with Levene's test. Pre- and post-test scores will be compared using repeated measures ANOVA. A p-value of \<0.05 will be considered statistically significant. Expected Outcomes: Increased Knowledge: It is expected that educational interventions and video animations will improve adolescents' knowledge about vaccines, potentially influencing their attitudes. Positive Attitude Change: The intervention may lead to more positive attitudes towards vaccination. Changes in Health Beliefs: The intervention could alter adolescents' perceived risks, benefits, and personal beliefs regarding vaccines. Increased Vaccine Acceptance: The study may demonstrate that these interventions increase vaccine acceptance and vaccination rates. Effective Communication Strategies: The study may identify effective communication strategies for increasing vaccine acceptance among adolescents. Contribution to Public Health: This research could show that interventions targeting adolescents may play a critical role in improving public health by reducing the spread of infectious diseases.
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1. Increase in Vaccine Knowledge and Positive Attitude Change Toward Vaccines
Timeframe: 3 weeks
2. Increase in Vaccination Acceptance Rates and Contribution to Public Health
Timeframe: 3 weeks