NCT07442331

Brief Summary

Game-based learning methods in nursing education are important intervention techniques in terms of case management. This study aims to examine the effect of game-based learning in the care of anxious individuals on identifying cognitive distortions and interpersonal communication competence in nursing students.The research will be conducted at a state university's nursing faculty. The research will be conducted at a state university's nursing faculty. The sample of the research consists of first-year nursing students taking the self-awareness and communication course. There are 103 students taking the self-awareness and communication management course in the fall semester of 2025-2026. There are 80 first-year nursing students who have successfully completed the course. The study aims to reach the entire sample .

Trial Health

87
On Track

Trial Health Score

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

Enrollment
70

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Feb 2026

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

First Submitted

Initial submission to the registry

February 23, 2026

Completed
2 days until next milestone

Study Start

First participant enrolled

February 25, 2026

Completed
5 days until next milestone

First Posted

Study publicly available on registry

March 2, 2026

Completed
9 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 11, 2026

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

March 11, 2026

Completed
Last Updated

April 9, 2026

Status Verified

February 1, 2026

Enrollment Period

14 days

First QC Date

February 23, 2026

Last Update Submit

April 3, 2026

Conditions

Keywords

game based learninganxiety patientcarecognitive distortionscommunication competence

Outcome Measures

Primary Outcomes (2)

  • The effect of gamed based learning on cognitive distortions

    Cognitive Distortion Scale: This self-report scale was developed by Briere (2000). Batmaz et al. (2015) adapted the scale into Turkish. It consists of 15 questions related to cognitive distortions. Thinking in extremes, fortune telling (catastrophizing), discounting the positive, emotional reasoning, labeling, magnifying/minimizing, selective abstraction, mind reading, overgeneralization, personalization, impositions, jumping to conclusions, blaming oneself or others, what if? Thinking in extremes, and unfair comparison are assessed as cognitive distortions. Three different scores can be obtained from the scale: (i) frequency score, (ii) intensity score, and (iii) total score. The total (possible range = 0-75) is obtained by summing the scores of each item on the scale (Batmaz et al. 2015).

    At the beginning of the study and two weeks after the application

  • The effect of gamed based learning on interpersonal communication competence

    Interpersonal Communication Competence Scale: The measurement tool developed by Huang and Lin (2018) was adapted into Turkish by Çıkrıkçı and Çinpolat (2021). The 15-item inventory is rated on a 5-point Likert. The inventory has 4 subscales. These subscales are listening skills, social comfort skills, empathy and expression skills.In the scoring, 2 items (items 10 and 13) are reverse-scored. The scores that can be obtained from the measurement tool range from 15 to 75 (Çıkrıkçı \& Çinpolat 2021).

    At the beginning of the study, two weeks after the application, and two months later.

Secondary Outcomes (1)

  • The effect of game based learning on cognitive distortions and communication competence

    At the beginning of the study

Study Arms (2)

Control

NO INTERVENTION

After the theoretical training given to the students, pre-tests will be administered, followed by post-tests two weeks later. Subsequently, the responsible researcher will discuss the case with the control group and collect feedback from the students. The game link will be shared with the control group.

Game based learning

EXPERIMENTAL

The case of an anxious patient will be turned into a game using an interactive web-based tool (https://www.powtoon.com/) (Powtoon platform) that resembles real life. The program will feature a voice-over tool and various characters. In the game, students will be asked to identify cognitive distortions and determine communication techniques through questions created for the anxious individual. A QR code will be generated from the prepared game link. After theoretical training, pre-tests will be administered, then the QR code will be projected onto the main screen in the classroom by the researcher in charge. Students will be given access using the QR code and will be asked to play the game. They will be given the opportunity to play the game at least twice over a two-week period. One week after playing the game, the Cognitive Distortion Scale and Interpersonal Communication Competence scales will be completed.

Behavioral: Game based learning

Interventions

The case of an anxious patient admitted to the hospital was prepared by researchers in accordance with the literature. The prepared case was created based on the use of a game-based learning method for students in the intervention group. The case prepared in line with the literature and the questions related to the case were sent to three experts for evaluation. Revisions were made to the case based on the experts' recommendations, and the final version was produced.The responsible researcher will provide intervention and control group students with refresher theoretical training. After the theoretical training, students will be given a sociodemographic information form. Then, all students will be given a cognitive distortion and interpersonal communication competency scale (pre-test). Students in the intervention group will be given the the opportunity to play the game at least twice over a two-week period.One week after playing the game, post test will be conducted.

Game based learning

Eligibility Criteria

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

You may qualify if:

  • Being a first-year nursing student,
  • Successfully completing the self-awareness and communication management course,
  • Having internet access, and
  • Being willing to participate in the research.

You may not qualify if:

  • Difficulty speaking and understanding Turkish,
  • Not participating in theoretical training,
  • Not playing the game prepared for the case,
  • Incomplete or missing data collection forms,
  • Wanting to leave the research.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Necmettin Erbakan University Faculty of Nursing

Konya, Konya, Turkey (Türkiye)

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
INVESTIGATOR
Purpose
SUPPORTIVE CARE
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Associate Professor

Study Record Dates

First Submitted

February 23, 2026

First Posted

March 2, 2026

Study Start

February 25, 2026

Primary Completion

March 11, 2026

Study Completion

March 11, 2026

Last Updated

April 9, 2026

Record last verified: 2026-02

Data Sharing

IPD Sharing
Will not share

Locations