Mobile Game Simulation for Nursing Students' Decision-Making
An Interactive Mobile Game-Based Simulation Educational Program for Enhancing Decision-Making and Problem-Solving Among Nursing Students: A Quasi-Experimental Study
1 other identifier
interventional
258
0 countries
N/A
Brief Summary
This study will test whether an interactive mobile game-based simulation program helps first-year nursing students improve their decision-making and problem-solving skills. Students will complete knowledge, decision-making, and problem-solving assessments before and after taking part in a 4-week program (8 sessions) that uses mobile game scenarios to practice clinical decisions in a safe, simulated setting. The results will show whether this type of training is more effective than traditional teaching methods for building these skills.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Sep 2026
Shorter than P25 for not_applicable
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
August 15, 2026
CompletedFirst Posted
Study publicly available on registry
August 19, 2026
CompletedStudy Start
First participant enrolled
September 1, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
October 1, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
December 1, 2026
ExpectedAugust 20, 2026
August 1, 2026
1 month
August 15, 2026
August 19, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Change in Clinical Decision-Making Score
Clinical decision-making will be assessed using the Clinical Decision-Making in Nursing Scale (CDMNS). The scale consists of 40 items classified into four subscales: search for alternatives or options, canvassing of objectives and values, evaluation and re-evaluation of consequences, and search for information and unbiased assimilation of new information. Items are rated on a five-point Likert scale, with total scores ranging from 40 to 200. Higher scores indicate more positive clinical decision-making.
Baseline (before the educational program), immediately after completion of the program, and 2 months after program completion.
Change in Problem-Solving Score
Problem-solving will be assessed using the Problem-Solving Inventory (PSI). The inventory consists of 32 items classified into three subscales: problem-solving confidence, approach-avoidance style, and personal control. Items are rated on a six-point Likert scale, with reverse scoring for negative items. Total scores range from 32 to 192, with lower scores indicating more positive problem-solving perception.
Baseline (before the educational program), immediately after completion of the program, and 2 months after program completion.
Secondary Outcomes (1)
Change in Knowledge Score about Mobile Game-Based Simulation
Measured at baseline (before program), immediately after program completion (week 4), and 2 months after program completion
Study Arms (1)
Nursing Students Receiving Mobile Game-Based Simulation Program
EXPERIMENTALFirst-year nursing students who receive the interactive mobile game-based simulation educational program over 4 weeks (8 sessions), twice per week, with each session lasting 2 hours. Assessments will be conducted at baseline, immediately after completion of the program, and 2 months after program completion.
Interventions
An interactive mobile game-based simulation educational program designed to enhance nursing students' clinical decision-making, knowledge about mobile game-based simulation, and problem-solving skills. The program will be implemented over 4 weeks through 8 sessions, twice per week, with each session lasting 2 hours. The program includes educational content, clinical scenarios, scenario-based decision-making, problem-solving activities, small group discussions, scenario debriefing, and hands-on use of the mobile application.
Eligibility Criteria
You may qualify if:
- First-year nursing students at the Faculty of Nursing, Delta University for Science and Technology.
- Students who voluntarily consent to participate in the study.
- Students who are willing and able to use the mobile application.
You may not qualify if:
- Students who have previously participated in a similar mobile game-based or simulation-based educational program.
- Students with any condition that prevents them from using a smartphone/mobile application.
- Students who fail to complete the pre-test, the educational program, or the post-test.
- Students who withdraw consent during the study.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Related Publications (1)
Hwang, G. J., & Chang, C. Y. (2023). Facilitating decision-making performances in nursing treatments: A contextual digital game-based flipped learning approach. Interactive Learning Environments, 31(1), 156-171.
BACKGROUND
Study Officials
- PRINCIPAL INVESTIGATOR
Mona Ahmed Gabr, PHD
Delta University for Science and Technology
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
August 15, 2026
First Posted
August 19, 2026
Study Start
September 1, 2026
Primary Completion
October 1, 2026
Study Completion (Estimated)
December 1, 2026
Last Updated
August 20, 2026
Record last verified: 2026-08
Data Sharing
- IPD Sharing
- Will not share
Individual participant data will not be shared with other researchers.