NCT07394907

Brief Summary

Introduction: Patient safety issues, such as medication errors, healthcare-associated infections, unsafe surgical procedures, and diagnostic errors, can negatively impact the quality of healthcare and patient outcomes due to preventable risks. There is a need for innovative, interactive educational approaches to ensure the lasting acquisition of patient safety competencies in nursing students and to strengthen their transfer to the clinical environment. Aim: This study aims to evaluate the effect of gamified metaverse-based training on patient safety competencies in nursing students and to assess student opinions regarding metaverse-based training. Method: The research will be conducted using a mixed-methods design. The quantitative phase will be an experimental design including intervention and control groups, pre-test-post-test, and a one-month follow-up (retention test). The research will be conducted between February 2026 and May 2026 with second-year students studying in the Spring semester of 2025-2026 at Başkent University Nursing Department in Ankara. According to G\*Power calculations, a minimum sample size of 52 was found; considering a possible 10% loss, the total sample size was planned as 60 students (intervention=30, control=30). All participants will take the Patient Safety Knowledge Level Test (pre-test) and the Patient Safety Competency Self-Assessment Tool before the training. This will be followed by 2 hours of traditional theoretical training on patient safety; the intervention group will also receive gamified metaverse-based training via Spatial.io for two weeks. Post-tests will be administered after the training and one month later. Data collection tools include the Demographic Information Form, the Patient Safety Knowledge Level Test, the Patient Safety Competency Self-Assessment Tool (PSCS), and focus group interviews to be conducted in the intervention group. Quantitative data will be analyzed through within-group and between-group comparisons; qualitative data will be analyzed using thematic analysis, and the findings will be interpreted holistically. Findings (Expected): Gamified metaverse-based training is expected to provide a greater increase in mean scores on the Patient Safety Knowledge Level Test (PSL) and total and sub-dimension scores (knowledge-skills-attitudes) of nursing students compared to the control group, and to support the retention of these results. Conclusion: This study is expected to generate evidence regarding the effectiveness of gamified metaverse-based training in improving patient safety competencies in nursing education and to contribute to the structuring of patient safety training in a more integrated, student-centered, and sustainable manner.

Trial Health

77
On Track

Trial Health Score

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

Enrollment
60

participants targeted

Target at P25-P50 for not_applicable

Timeline
2mo left

Started Apr 2026

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
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

Study Progress12%
Apr 2026Jun 2026

First Submitted

Initial submission to the registry

January 31, 2026

Completed
6 days until next milestone

First Posted

Study publicly available on registry

February 6, 2026

Completed
3 months until next milestone

Study Start

First participant enrolled

April 30, 2026

Completed
1 month until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 30, 2026

Expected
1 month until next milestone

Study Completion

Last participant's last visit for all outcomes

June 30, 2026

Last Updated

April 30, 2026

Status Verified

January 1, 2026

Enrollment Period

1 month

First QC Date

January 31, 2026

Last Update Submit

April 25, 2026

Conditions

Outcome Measures

Primary Outcomes (2)

  • The Patient Safety Knowledge Level Test

    The Patient Safety Knowledge Level Test, developed by Buldak and Tüzer (2025), will be administered as follows: a pre-test to determine students' current knowledge level regarding patient safety, a post-test (1) within one hour following the metaverse application, and a 1st retention test/post-test-2 one month later to measure the retention of learning. The Patient Safety Knowledge Level Test consists of 20 multiple-choice questions with 5 options each, related to patient safety knowledge. A minimum score of 0 and a maximum score of 100 are possible on this test. A higher score indicates an increased knowledge level.

    Before the intervention, within 1 hour after the intervention, and one month after the intervention.

  • Patient Safety Competency Self-Evaluation Tool

    The scale was developed to measure nursing students' knowledge, skills, and attitudes regarding patient safety through self-assessment, and its Turkish adaptation was done by Eskici et al. (2021). The multidimensional scale consists of 3 dimensions (Knowledge=6 items, Skills=21 items, Attitudes=14 items), 12 factors, and a total of 41 items; items are scored on a 5-point Likert scale according to the dimensions (Knowledge: 1=I have no knowledge-5=I know very well; Skills: 1=I cannot do it at all-5=I can do it very easily; Attitudes: 1=I strongly disagree-5=I strongly agree). Items 38 and 39 are reverse-scored, and evaluation is done based on total and sub-dimension/factor average scores due to the multidimensional nature of the scale; higher scores indicate better patient safety competence. The internal consistency of the Turkish form was found to be high (total Cronbach's alpha=0.941; sub-dimensions 0.642-0.932).

    Before the intervention, within 1 hour after the intervention, and one month after the intervention.

Secondary Outcomes (1)

  • Focus Group Interview Questions (interview)

    within 1 week after the intervention

Study Arms (2)

Gamified metaverse-based educational application

EXPERIMENTAL
Behavioral: Gamified metaverse-based educational application

Traditional-based education practice

NO INTERVENTION

Interventions

Students in the intervention group will receive gamified metaverse-based training.

Gamified metaverse-based educational application

Eligibility Criteria

Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64), Older Adult (65+)

You may qualify if:

  • Voluntarily agreeing to participate in the research,
  • Being a second-year undergraduate nursing student,
  • Being able to understand and speak Turkish,
  • Having healthy hearing, vision, and speech.

You may not qualify if:

  • The student voluntarily wishing to withdraw from the study
  • The student ceasing to use the metaverse space during the study period
  • Filling out the survey form incompletely.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Baskent University

Ankara, Ankara, 06790, Turkey (Türkiye)

RECRUITING

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
OUTCOMES ASSESSOR
Purpose
OTHER
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
lecturer

Study Record Dates

First Submitted

January 31, 2026

First Posted

February 6, 2026

Study Start

April 30, 2026

Primary Completion (Estimated)

May 30, 2026

Study Completion (Estimated)

June 30, 2026

Last Updated

April 30, 2026

Record last verified: 2026-01

Locations