NCT06850181

Brief Summary

This research is carried out by Dr Tuba Çömez İkican, Dr. Olga İncesu, Dr. Gizem Şahin Bayındır. In this research aimed to determine the effect of game-based applications in nursing education on students' game experience and learning motivation. H1: 'Game-based practices significantly increase the game experiences of students taking psychiatric nursing course.' H2: 'Game-based practices significantly increase the learning motivation of students taking psychiatric nursing course.' The population of the study consisted of all 3rd year students (N=69) studying in a nursing faculty in Istanbul in the 2024-2025 academic year and taking the Mental Health and Diseases Nursing course. After the purpose of the study was explained, 68 students who gave written and verbal consent to participate in the study were included in the sample. The research is a quasi-experimental research design with pre-test / post-test control. Inclusion Criteria

  • To be enrolled in Mental Health and Diseases Nursing course
  • Not working as a part/full-time nurse
  • To be 18 years of age or older,
  • To agree to participate in the research,
  • Continuing to attend lectures and laboratory applications Data will be collected through the Personel Information Form, Gameful Experience Scale, Motivated Strategies for Learning Questionnaire. The personel information form was prepared by the researchers in line with the literature. Permission was obtained from the scale owners for the scales to be used in the study. Institutional permission from Istanbul University School of Nusing and ethics committee approval (Number: 14.11.2024-1142952) from Istanbul University- Cerrahpasa Social and Human Sciences Research Ethics Committee obtained in order to conduct the study. Statistical analysis of research data will be done using a package program called SPSS (IBM SPSS Statistics 29). The expenses of the research will be covered by the researcher.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
68

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Nov 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

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

November 1, 2024

Completed
3 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 4, 2024

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

December 31, 2024

Completed
1 month until next milestone

First Submitted

Initial submission to the registry

February 6, 2025

Completed
21 days until next milestone

First Posted

Study publicly available on registry

February 27, 2025

Completed
Last Updated

February 27, 2025

Status Verified

February 1, 2025

Enrollment Period

3 days

First QC Date

February 6, 2025

Last Update Submit

February 26, 2025

Conditions

Keywords

Game-based learning, Nursing education, Learning motivation, Gaming experience, Undergraudate nursing student;

Outcome Measures

Primary Outcomes (3)

  • Socio-Demographic Characteristics Form

    Socio-Demographic Characteristics Form: This form consists of a total of 8 questions including sociodemographic characteristics developed by the researchers within the framework of the literature.

    Baseline

  • Game Playing Experience Scale

    Game Playing Experience Scale: The scale, which aims to measure the participants' experiences about the game, consists of a total of 27 items and 5 sub-dimensions.

    Baseline

  • Motivation and Learning Strategies Scale

    Motivation and Learning Strategies Scale: The scale was developed to measure 'the different learning strategies and motivational orientations that university students use towards a university course based on their self-reports'.

    Baseline

Secondary Outcomes (2)

  • Game Playing Experience Scale

    6 weeks

  • Motivation and Learning Strategies Scale

    6 weeks

Study Arms (1)

Experimental group

EXPERIMENTAL
Behavioral: game experience and learning motivation

Interventions

game experience and learning motivation

Experimental group

Eligibility Criteria

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

You may qualify if:

  • To be enrolled in Mental Health and Diseases Nursing course
  • Not working as a part/full-time nurse
  • To be 18 years of age or older,
  • To agree to participate in the research,
  • Continuing to attend lectures and laboratory applications

You may not qualify if:

  • Be less than 18 years old,
  • Not knowing how to read, write and speak Turkish,
  • Having any cognitive, sensory and spiritual problems,
  • Not willing to participate in the study.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Istanbul University

Istanbul, Turkey (Türkiye)

Location

Related Publications (2)

  • 5- Blanco, A, Torente, J, Manjon, FB, Ruiz, P, Giner M. (2017). "Using A Videogame To Facilitate Nursing And Medical Students' First Visit To The Operating Theatre. A Randomized Controlled Trial". Nurse Educ Today, (55), 45-53. 6- Garrison, E., Colin, S., Lemberger, O., & Lugod, M. (2021). Interactive learning for nurses through gamification. JONA: The Journal of Nursing Administration, 51(2), 95-100.

    RESULT
  • 1- Garrison, E., Colin, S., Lemberger, O., & Lugod, M. (2021). Interactive learning for nurses through gamification. JONA: The Journal of Nursing Administration, 51(2), 95-100. 2- Lee, M. D. (2016). Gamification and the psychology of game design in transforming mental health care. Journal of the American Psychiatric Nurses Association, 22(2), 134-136. 3- Zugai, J. S., Orr, F., & Levett-Jones, T. (2021). Online Gamified Quizzes in Undergraduate Mental Health Nursing Education: Thematic Analysis of Students' Qualitative Views. Issues in Mental Health Nursing, 1-5. 4- Zichermann, G. ve Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.

    RESULT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Purpose
BASIC SCIENCE
Intervention Model
SINGLE GROUP
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Asisstan Professor

Study Record Dates

First Submitted

February 6, 2025

First Posted

February 27, 2025

Study Start

November 1, 2024

Primary Completion

November 4, 2024

Study Completion

December 31, 2024

Last Updated

February 27, 2025

Record last verified: 2025-02

Data Sharing

IPD Sharing
Will not share

Locations