NCT07297628

Brief Summary

This study aims to evaluate the effectiveness of a gamified learning strategy called "1 Concept-1 Minute" on nursing students' understanding of care concepts and their learning motivation. Conducted within the context of a Health Assessment course in a nursing education program, this quasi-experimental research investigates whether game-based learning methods enhance students' cognitive engagement and comprehension in clinical education. Given the global need for competent nursing professionals and the limitations in clinical placements, innovative, student-centered approaches such as this game are crucial to improving learning outcomes. The study is based on the Self-Determination Theory (SDT) framework to interpret motivational impacts.

Trial Health

43
At Risk

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
80

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Mar 2026

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
not yet recruiting

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

First Submitted

Initial submission to the registry

December 9, 2025

Completed
13 days until next milestone

First Posted

Study publicly available on registry

December 22, 2025

Completed
3 months until next milestone

Study Start

First participant enrolled

March 23, 2026

Completed
Same day until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 23, 2026

Completed
28 days until next milestone

Study Completion

Last participant's last visit for all outcomes

April 20, 2026

Completed
Last Updated

March 19, 2026

Status Verified

March 1, 2026

Enrollment Period

Same day

First QC Date

December 9, 2025

Last Update Submit

March 17, 2026

Conditions

Keywords

'1 Concept-1 Minute' GameTeaching Care

Outcome Measures

Primary Outcomes (1)

  • Care Behavior Scale-30 Score

    The Care Behavior Scale-30, a validated instrument assessing nursing care perceptions and behaviors, will be used to evaluate changes in participants' nursing care attitudes and behaviors before and after the intervention. The scale consists of 30 items scored on a 6-point Likert scale, with total scores ranging from 30 to 180. Higher scores indicate better care behavior.

    Measured immediately after the 2-week intervention period (4 hours total)

Study Arms (2)

Control Group

NO INTERVENTION

Participants in the control group will receive traditional lecture-based instruction on nursing care behaviors, without the use of any game-based or interactive strategies.

Experimental Arm

EXPERIMENTAL

In this group, the "1 Concept-1 Minute" game-based learning method will be applied at the end of the "Care Behaviors" course over a period of two weeks, totaling 4 hours. At the end of each session, students will randomly select a care-related concept covered in the course and explain it to their classmates within one minute. This intervention is designed to promote active participation, strengthen the understanding of nursing care concepts, and enhance student motivation through a fun and interactive educational approach.

Behavioral: 1 Concept-1 Minute Game-Based Learning Method

Interventions

This intervention is a game-based learning activity titled "1 Concept-1 Minute," designed for nursing students. At the end of each class session, students randomly select one care-related concept and are given one minute to explain it to their peers. The activity will be implemented over two weeks, with two sessions lasting two hours each (total 4 hours). The goal of the intervention is to reinforce students' understanding of care-related concepts, enhance their communication skills, and increase motivation through active learning.

Also known as: Experimental Arm
Experimental Arm

Eligibility Criteria

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

You may qualify if:

  • Willing to continue their education throughout the study period, Voluntarily agreeing to participate in the study and signing the informed consent form,

You may not qualify if:

  • Having previously participated in a similar game-based learning or "1 Concept 1 Minute" training, Having health conditions or other reasons preventing attendance during the study period, Students unwilling to continue participation or who do not provide informed consent.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Akdeniz University Faculty of Nursing

Antalya, Antalya, 07070, Turkey (Türkiye)

Location

Central Study Contacts

Emine KOL, professor

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Masking Details
Investigators were blinded to group assignment (intervention or control) to reduce potential bias in data collection and interpretation.
Purpose
SUPPORTIVE CARE
Intervention Model
PARALLEL
Model Details: This study is designed as a randomized controlled interventional trial. Participants were randomly assigned to two groups: the intervention group, which received game-based learning via the "One Concept-One Minute" method, and the control group, which continued with traditional lecture-based instruction. The aim of the study is to evaluate the effectiveness of the game-based approach on nursing students' concept comprehension and learning motivation within the scope of a health assessment course.
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

December 9, 2025

First Posted

December 22, 2025

Study Start

March 23, 2026

Primary Completion

March 23, 2026

Study Completion

April 20, 2026

Last Updated

March 19, 2026

Record last verified: 2026-03

Data Sharing

IPD Sharing
Will not share

We do not plan to share Individual Participant Data (IPD) due to concerns regarding participant confidentiality and the need to protect their privacy.

Locations