Gamification and Augmented Reality in Mechanical Ventilation Teaching for Nursing Students

NCT ID: NCT05570799

Last Updated: 2023-01-09

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

410 participants

Study Classification

INTERVENTIONAL

Study Start Date

2022-10-25

Study Completion Date

2022-12-30

Brief Summary

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This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.

Detailed Description

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A pretest-posttest, prospective, randomized controlled trial will be conducted. Random assignment will place participants in either the experimental group using augmented reality games or the control group using traditional lectures (control group).

1. Preparation of Augmented Reality Models

* Mechanical ventilator handout will be developed by the authors. This handout will be including images of physiology of respiration, mechanical ventilator machines, ventilator graphs, and ventilator settings.
* An augmented reality (AR) mobile application with image based AR will be used by the participants in the experimental group. The three-dimensional (3D) virtual models and images will be shown in the AR handout, and the participants could display the objects on the mobile screen with the use of a marker on the page of the AR handout using the camera in the mobile app.
2. Preparation of Kahoot Game

* A teacher account was constructed on Kahoot after signing up at "https://kahoot.com".
* A Kahoot quiz with 20 multiple-choice questions and pictures will be constructed at "https://create.kahoot". Only one correct option will be possible for each of the 20 questions.
* When a quiz is created and opened in "Kahoot".
* The students access to Kahoot within the classical game mode (Player vs Player "1:1 Devices").
* A typical session of Kahoot involves 200 students playing the game.
* Once each teaching unit is completed, students will be asked to actively participate in the classroom using Kahoot.
* Once all of the players' names have appeared on the screen, the teacher presses "START" to begin the quiz.
* Students' responses and the scores' calculation will be automatically stored in the database.
* After the test is finished, a report of the results will be created and made available for download to the researcher.

Data Collection Procedure

The study will be conducted between October 20, 2022 and December 30, 2022.

* The students in experimental group received a 30 minutes augmented reality games training for mechanical ventilator using a 3D images and videos.
* The control group will be learned with the traditional materials in which the teacher will give online lectures regarding the mechanical ventilation utilizing PowerPoint presentation through Microsoft Teams platform.
* The self-administered questionnaires of knowledge, self-efficacy and motivation survey will take 15 minutes to complete for each participant via an online form. The pretest for both groups will be administered on the first day of the study, and the post-test will be administered immediately after and after three weeks of the intervention.
* Three weeks after the baseline measurements, knowledge, self-efficacy and Motivation Survey will be assessed again.

Conditions

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Gamification Augmented Reality

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

OTHER

Blinding Strategy

DOUBLE

Investigators Outcome Assessors

Study Groups

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Control group

No augmented reality or Kahoot game-based learning group (traditional lectures group)

Group Type NO_INTERVENTION

No interventions assigned to this group

Experimental group

Augmented reality learning and Kahoot game group

Group Type EXPERIMENTAL

Augmented Reality and Kahoot game learning

Intervention Type OTHER

* An augmented reality (AR) mobile application with image based will be used by the participants in the experimental group.
* Also, students will participate in Kahoot game. Students will participate in the game using their own devices by going to https://kahoot on their phones and entering their password and password.

Interventions

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Augmented Reality and Kahoot game learning

* An augmented reality (AR) mobile application with image based will be used by the participants in the experimental group.
* Also, students will participate in Kahoot game. Students will participate in the game using their own devices by going to https://kahoot on their phones and entering their password and password.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Third-year nursing students enrolled in the course of Critical Care Nursing (I) for the first time;
* Smartphone owners and users; those who have internet access;
* Those who understood the goal and nature of the study and voluntarily agreed to participate

Exclusion Criteria

* Prior experience in mechanical ventilation
* Refusal to participation
Minimum Eligible Age

19 Years

Maximum Eligible Age

22 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Damanhour University

OTHER

Sponsor Role lead

Responsible Party

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Sahar Younes

Assistant professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Sahar Y Othman, Ass. Prof.

Role: PRINCIPAL_INVESTIGATOR

Faculty of Nursing, Damanhour University

Locations

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Faculty of nursing

Damanhūr, Behira, Egypt

Site Status

Countries

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Egypt

References

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Barsom EZ, Graafland M, Schijven MP. Systematic review on the effectiveness of augmented reality applications in medical training. Surg Endosc. 2016 Oct;30(10):4174-83. doi: 10.1007/s00464-016-4800-6. Epub 2016 Feb 23.

Reference Type BACKGROUND
PMID: 26905573 (View on PubMed)

Muangpoon T, Haghighi Osgouei R, Escobar-Castillejos D, Kontovounisios C, Bello F. Augmented Reality System for Digital Rectal Examination Training and Assessment: System Validation. J Med Internet Res. 2020 Aug 13;22(8):e18637. doi: 10.2196/18637.

Reference Type BACKGROUND
PMID: 32788146 (View on PubMed)

Felszeghy S, Pasonen-Seppanen S, Koskela A, Nieminen P, Harkonen K, Paldanius KMA, Gabbouj S, Ketola K, Hiltunen M, Lundin M, Haapaniemi T, Sointu E, Bauman EB, Gilbert GE, Morton D, Mahonen A. Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Med Educ. 2019 Jul 22;19(1):273. doi: 10.1186/s12909-019-1701-0.

Reference Type BACKGROUND
PMID: 31331319 (View on PubMed)

Othman SY, Ghallab E, Eltaybani S, Mohamed AM. Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students' knowledge, motivation, and self-efficacy: A randomized controlled trial. Nurse Educ Today. 2024 Nov;142:106329. doi: 10.1016/j.nedt.2024.106329. Epub 2024 Aug 5.

Reference Type DERIVED
PMID: 39116661 (View on PubMed)

Other Identifiers

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AR and Game based learning

Identifier Type: -

Identifier Source: org_study_id

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