NCT06714968

Brief Summary

In recent years, in order for students to develop their skills related to the nursing profession, to cope with new and unpredictable clinical situations and to increase efficiency in nursing education, application contents such as simulation, video and mobile applications, in which students are active one-to-one and should take responsibility, rather than laboratory applications in which instructors are active, are developed to provide students with the opportunity to perform clinical nursing practices. Mobile applications, which are becoming increasingly popular in health education programmes and are also called e-health applications, are widely used and it is stated that they positively affect students' motivation and increase academic success. Although the use of games in nursing education dates back to the 1980s, the use of digital games in education is not very old, but it is an increasingly used teaching method in nursing practices that continue to develop. In addition, it is very important to use innovative learning strategies for new nurse candidates who are called Generation Z and who will soon become nursing professionals. Because, Generation Z is a generation born into the technology environment and actively uses this technology. For this reason, in order to train nurses who are suitable and predisposed to the advancing technology, the nursing curriculum will ensure the support of the classroom and clinical environment, which will positively affect the quality and safety of patient care, and the organisation of a forward-looking, innovative and technology-oriented teaching curriculum will ensure the development of an easy and useful teaching method in teaching nursing practices. Method: This study will be conducted in the form of an experimental design for first year nursing students in the period of February-March 2023.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
96

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Feb 2024

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

Study Start

First participant enrolled

February 15, 2024

Completed
17 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 3, 2024

Completed
17 days until next milestone

Study Completion

Last participant's last visit for all outcomes

March 20, 2024

Completed
8 months until next milestone

First Submitted

Initial submission to the registry

November 28, 2024

Completed
6 days until next milestone

First Posted

Study publicly available on registry

December 4, 2024

Completed
Last Updated

December 4, 2024

Status Verified

November 1, 2024

Enrollment Period

17 days

First QC Date

November 28, 2024

Last Update Submit

December 3, 2024

Conditions

Keywords

Digital game, Nursing education,Blood pressure

Outcome Measures

Primary Outcomes (1)

  • Arterial Blood Pressure Academic Achievement Test

    The test prepared by Ziyai and Dikmen (2022) to test the level of knowledge about measuring arterial blood pressure consists of a total of 20 questions with five options. The questions in the test were prepared according to the level of the students and the suitability of the curriculum. The success score of the students was evaluated out of 100. In the study conducted by Ziyai and Dikmen, the internal consistency coefficient of the test was found to be 0.75.

    Immediately after randomisation (first measurement) 15 days later (2nd measurement) 1 month after randomisation (3rd measurement)

Study Arms (3)

Control 1

NO INTERVENTION

No intervention was applied to the students in the control group, and 2 weeks after the pre-test application, the post-test interface was activated for the students in this group and the students were enabled to perform the post-test application.

control 2

NO INTERVENTION

No intervention was applied to the students in the control group, and 2 weeks after the pre-test application, the post-test interface was activated for the students in this group and the students were enabled to perform the post-test application.

Digital game

EXPERIMENTAL

After the pre-test application is completed, the students in the experimental group will be allowed to install the designed game application on their phones. After the installation process, students will be allowed to play the game for 2 weeks. After 2 weeks from the date of downloading the game, access to the game will be automatically blocked. After completing the application steps, when the student thinks that he/she is ready to apply the post-test, he/she will be able to perform the post-test application. In the post-test application, there will be no repeated return of the student to the questions or multiple answer submission. Two weeks after the application is completed, the knowledge test will be applied to the students again in order to objectively evaluate the learning. In this process, students will be prevented from accessing the application.

Other: Digital

Interventions

DigitalOTHER

After the pre-test application is completed, the students in the experimental group will be allowed to install the designed game application on their phones. After the installation process, students will be allowed to play the game for 2 weeks. After 2 weeks from the date of downloading the game, access to the game will be automatically blocked. After completing the application steps, when the student thinks that he/she is ready to apply the post-test, he/she will be able to perform the post-test application. In the post-test application, there will be no repeated return of the student to the questions or multiple answer submission. Two weeks after the application is completed, the knowledge test will be applied to the students again in order to objectively evaluate the learning. In this process, students will be prevented from accessing the application.

Digital game

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Who agreed to participate in the research,
  • Smartphone user,
  • First year nursing student.
  • Taking the Nursing Principles Course for the first time.

You may not qualify if:

  • Graduated from health vocational high school,
  • Previous knowledge of blood pressure measurement skills,
  • Vertical transfer student,
  • Wishing to leave the study at any stage of the study.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Hanife Durgun

Ordu, Eyalet/Yerleşke, 52200, Turkey (Türkiye)

Location

Study Officials

  • Hanife Durgun

    Ordu University

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Masking Details
The study was single-blind and the participants were blinded.
Purpose
SUPPORTIVE CARE
Intervention Model
PARALLEL
Model Details: This study was a randomized, single-blind, parallel group-controlled trial.
Sponsor Type
OTHER
Responsible Party
SPONSOR INVESTIGATOR
PI Title
Dr

Study Record Dates

First Submitted

November 28, 2024

First Posted

December 4, 2024

Study Start

February 15, 2024

Primary Completion

March 3, 2024

Study Completion

March 20, 2024

Last Updated

December 4, 2024

Record last verified: 2024-11

Data Sharing

IPD Sharing
Will not share

Locations