Gamification and Augmented Reality in Mechanical Ventilation Teaching for Nursing Students
Effect of Using Gamification and Augmented Reality in Mechanical Ventilation Teaching on Nursing Students' Knowledge, Motivation, and Self-Efficacy: A Randomized Controlled Trial
1 other identifier
interventional
410
1 country
1
Brief Summary
This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Oct 2022
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
October 1, 2022
CompletedFirst Posted
Study publicly available on registry
October 7, 2022
CompletedStudy Start
First participant enrolled
October 25, 2022
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 25, 2022
CompletedStudy Completion
Last participant's last visit for all outcomes
December 30, 2022
CompletedJanuary 9, 2023
January 1, 2023
2 months
October 1, 2022
January 6, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Mechanical ventilation knowledge test
It is a self-administered questionnaire that will be developed and used to assess students. The knowledge questionnaire contained 20 multiple choice questions
through study completion, an average of 4 weeks
Self-efficacy
It was created using a five-step nursing process: clinical nursing skill assessment, problem diagnosis, clinical nursing skill preparation, skills performance, and evaluation.
through study completion, an average of 4 weeks
Motivation Survey
Learning motivation was evaluated using a tool based on the Instructional Materials Motivation Scale (IMMS). The IMMS will be utilized to measure motivation-related problems in the self-directed learning of students.
through study completion, an average of 4 weeks
Secondary Outcomes (1)
Students' opinions
through study completion, an average of 4 weeks
Study Arms (2)
Control group
NO INTERVENTIONNo augmented reality or Kahoot game-based learning group (traditional lectures group)
Experimental group
EXPERIMENTALAugmented reality learning and Kahoot game group
Interventions
* An augmented reality (AR) mobile application with image based will be used by the participants in the experimental group. * Also, students will participate in Kahoot game. Students will participate in the game using their own devices by going to https://kahoot on their phones and entering their password and password.
Eligibility Criteria
You may qualify if:
- Third-year nursing students enrolled in the course of Critical Care Nursing (I) for the first time;
- Smartphone owners and users; those who have internet access;
- Those who understood the goal and nature of the study and voluntarily agreed to participate
You may not qualify if:
- Prior experience in mechanical ventilation
- Refusal to participation
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Faculty of nursing
Damanhūr, Behira, 045/3300376, Egypt
Related Publications (4)
Barsom EZ, Graafland M, Schijven MP. Systematic review on the effectiveness of augmented reality applications in medical training. Surg Endosc. 2016 Oct;30(10):4174-83. doi: 10.1007/s00464-016-4800-6. Epub 2016 Feb 23.
PMID: 26905573BACKGROUNDMuangpoon T, Haghighi Osgouei R, Escobar-Castillejos D, Kontovounisios C, Bello F. Augmented Reality System for Digital Rectal Examination Training and Assessment: System Validation. J Med Internet Res. 2020 Aug 13;22(8):e18637. doi: 10.2196/18637.
PMID: 32788146BACKGROUNDFelszeghy S, Pasonen-Seppanen S, Koskela A, Nieminen P, Harkonen K, Paldanius KMA, Gabbouj S, Ketola K, Hiltunen M, Lundin M, Haapaniemi T, Sointu E, Bauman EB, Gilbert GE, Morton D, Mahonen A. Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Med Educ. 2019 Jul 22;19(1):273. doi: 10.1186/s12909-019-1701-0.
PMID: 31331319BACKGROUNDOthman SY, Ghallab E, Eltaybani S, Mohamed AM. Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students' knowledge, motivation, and self-efficacy: A randomized controlled trial. Nurse Educ Today. 2024 Nov;142:106329. doi: 10.1016/j.nedt.2024.106329. Epub 2024 Aug 5.
PMID: 39116661DERIVED
Study Officials
- PRINCIPAL INVESTIGATOR
Sahar Y Othman, Ass. Prof.
Faculty of Nursing, Damanhour University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- INVESTIGATOR, OUTCOMES ASSESSOR
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant professor
Study Record Dates
First Submitted
October 1, 2022
First Posted
October 7, 2022
Study Start
October 25, 2022
Primary Completion
December 25, 2022
Study Completion
December 30, 2022
Last Updated
January 9, 2023
Record last verified: 2023-01