Effectiveness of Game-Based Learning in Pain Management Education for Nursing Students
1 other identifier
interventional
95
1 country
1
Brief Summary
Aim: To evaluate the effectiveness of game-based learning on undergraduate nursing students' pain management knowledge, learning motivation, and educational satisfaction. Background: Pain management is a core nursing competency. Although game-based learning is increasingly used in nursing education, evidence regarding its effectiveness in pain management education remains limited. Design: Single-blind randomized controlled trial. Methods: Undergraduate nursing students were randomly assigned to either a game-based learning or traditional education group. Pain management knowledge, learning motivation, and educational satisfaction were assessed immediately after the intervention and at a two-week follow-up.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Mar 2026
Shorter than P25 for not_applicable
1 active site
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
March 16, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
May 21, 2026
CompletedFirst Submitted
Initial submission to the registry
July 22, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
July 22, 2026
CompletedFirst Posted
Study publicly available on registry
July 30, 2026
CompletedJuly 30, 2026
July 1, 2026
2 months
July 22, 2026
July 25, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Knowledge score
The performance of all students included in this study regarding the pain management and nursing care course will be evaluated using a 10-item knowledge test. The students will complete the test after the course has been completed. The test scores will range from 0 to 100. Higher scores will indicate a higher level of knowledge.
change from baseline knowledge score after at two week
Secondary Outcomes (2)
learning motivation
change from baseline motivation score after at two week
Educational satisfaction
change from baseline satisfaction score after at two week
Study Arms (2)
Intervention group
EXPERIMENTALControl group
NO INTERVENTIONInterventions
Participants received game-based education on pain management through a digital escape room game.
Eligibility Criteria
You may qualify if:
- being a second-year nursing student,
- owning a mobile phone with an internet connection.
You may not qualify if:
- having previously taken a course/class on pain,
- incompletely filling out data collection forms,
- declining to participate in the study.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Erciyes University
Kayseri, Kayseri, 38030, Turkey (Türkiye)
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
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
- Dr.
Study Record Dates
First Submitted
July 22, 2026
First Posted
July 30, 2026
Study Start
March 16, 2026
Primary Completion
May 21, 2026
Study Completion
July 22, 2026
Last Updated
July 30, 2026
Record last verified: 2026-07
Data Sharing
- IPD Sharing
- Will not share
This study does not include any patient data.