Gaming Experience and Learning Motivation of Students in Psychiatric Nursing Courses
NCT ID: NCT06850181
Last Updated: 2025-02-27
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.
COMPLETED
NA
68 participants
INTERVENTIONAL
2024-11-01
2024-12-31
Brief Summary
Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.
H1: 'Game-based practices significantly increase the game experiences of students taking psychiatric nursing course.' H2: 'Game-based practices significantly increase the learning motivation of students taking psychiatric nursing course.' The population of the study consisted of all 3rd year students (N=69) studying in a nursing faculty in Istanbul in the 2024-2025 academic year and taking the Mental Health and Diseases Nursing course. After the purpose of the study was explained, 68 students who gave written and verbal consent to participate in the study were included in the sample.
The research is a quasi-experimental research design with pre-test / post-test control.
Inclusion Criteria
* To be enrolled in Mental Health and Diseases Nursing course
* Not working as a part/full-time nurse
* To be 18 years of age or older,
* To agree to participate in the research,
* Continuing to attend lectures and laboratory applications
Data will be collected through the Personel Information Form, Gameful Experience Scale, Motivated Strategies for Learning Questionnaire. The personel information form was prepared by the researchers in line with the literature. Permission was obtained from the scale owners for the scales to be used in the study.
Institutional permission from Istanbul University School of Nusing and ethics committee approval (Number: 14.11.2024-1142952) from Istanbul University- Cerrahpasa Social and Human Sciences Research Ethics Committee obtained in order to conduct the study. Statistical analysis of research data will be done using a package program called SPSS (IBM SPSS Statistics 29). The expenses of the research will be covered by the researcher.
Related Clinical Trials
Explore similar clinical trials based on study characteristics and research focus.
The Effect of Structured Feedback on Learning, Clinical Confidence and Anxiety
NCT06890819
The Effect of Serious Game and Video-Assisted Education on Nursing Students
NCT06947005
The Effect of Serious Games
NCT05480540
The Effect of Digital Games on Ethical Sensitivity and Decision Making in Nursing Students
NCT07235241
Serious Game On Stoma Care Education For Nursing Students
NCT05332535
Detailed Description
Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.
In this research aimed to determine the effect of game-based applications in nursing education on students' game experience and learning motivation.
H1: 'Game-based practices significantly increase the game experiences of students taking psychiatric nursing course.' H2: 'Game-based practices significantly increase the learning motivation of students taking psychiatric nursing course.' The population of the study consisted of all 3rd year students (N=69) studying in a nursing faculty in Istanbul in the 2024-2025 academic year and taking the Mental Health and Diseases Nursing course. After the purpose of the study was explained, 68 students who gave written and verbal consent to participate in the study were included in the sample.
Dependent Variables: Game Playing Experience Scale score, Motivation and Learning Strategies Scale score Independent Variables: Sociodemographic characteristics of the participants
The research is a quasi-experimental research design with pre-test / post-test control.
Inclusion Criteria
* To be enrolled in Mental Health and Diseases Nursing course
* Not working as a part/full-time nurse
* To be 18 years of age or older,
* To agree to participate in the research,
* Continuing to attend lectures and laboratory applications
The study was conducted at Istanbul University Faculty of Nursing between November 2024 and December 2024.Data will be collected through the Personel Information Form, Gameful Experience Scale, Motivated Strategies for Learning Questionnaire. The personel information form was prepared by the researchers in line with the literature. Permission was obtained from the scale owners for the scales to be used in the study.
* Socio-Demographic Characteristics Form: This form consists of a total of 8 questions including sociodemographic characteristics developed by the researchers within the framework of the literature.
* Game Playing Experience Scale: The scale was developed by Eppman et al. in 2018 and Çömez et al. in 2024. Turkish validity and reliability was conducted by İkican et al. The scale, which aims to measure the participants' experiences about the game, consists of a total of 27 items and 5 sub-dimensions. A 5-point Likert scale is used in the evaluation of the scale. Items 18, 21, 22 and 23 in the scale are scored inversely ('Never' - 5, 'Rarely' - 4, 'Occasionally' - 3, 'Often' - 2 and 'Always' - 1). The internal consistency coefficient (cronbach alpha) of the scale was found to be 0.89.
* Motivation and Learning Strategies Scale: The scale was developed by Pintrich, Smith, Garcia, and McKeachie (1991) to measure 'the different learning strategies and motivational orientations that university students use towards a university course based on their self-reports'. The Turkish validity and reliability of the scale was conducted by Büyüköztürk, Akgün, Kahveci and Demirel in 2004. The scale consists of two parts: learning strategies scale and motivation scale. consists of the Motivation Scale. The part that will be used in this study is the Motivation Scale. The scale consists of internal goal organisation (4 items), external goal organisation (4 items), task value (6 items), self-efficacy related to learning and performance (8 items), self-efficacy related to learning control belief (4 items), test anxiety (5 items), and a total of 6 factors and 31 items. The scale is a 7-point Likert scale ranging from 'absolutely wrong for me (1)' to 'absolutely right for me (7)'.
In the study, the data collection process began after obtaining ethics committee approval and institutional permission. Nursing students who meet the inclusion criteria will be identified, and data will be collected twice as pre-test and post-test. The data collection process is as follows:
Pre-Gaming Experience: Before the intervention, the Socio-Demographic Characteristics Form, Gaming Experience Scale, and Motivation and Learning Strategies Scale will be administered as a pre-test to all students who provide written and verbal consent and meet the inclusion criteria.
Intervention: Over a total of 6 weeks, at the end of each mental health and psychiatric nursing class, questions related to the week's topic will be presented using an online assessment and evaluation tool (quiz program) with visual aids. During the first week of the lab program, a role-play exercise and its features will be explained, and a demonstration video will be shown to the students. For the following 5 weeks, students will be asked to perform group role-play activities based on assigned case scenarios.
Post-Intervention: At the end of the 6th week, the Gaming Experience Scale and Motivation and Learning Strategies Scale will be re-administered to the students as a post-test.
Institutional permission from Istanbul University School of Nusing and ethics committee approval (Number: 14.11.2024-1142952) from Istanbul University- Cerrahpasa Social and Human Sciences Research Ethics Committee obtained in order to conduct the study. Statistical analysis of research data will be done using a package program called SPSS (IBM SPSS Statistics 29). The expenses of the research will be covered by the researcher.
Conditions
See the medical conditions and disease areas that this research is targeting or investigating.
Study Design
Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.
NA
SINGLE_GROUP
BASIC_SCIENCE
NONE
Study Groups
Review each arm or cohort in the study, along with the interventions and objectives associated with them.
Experimental group
game experience and learning motivation
game experience and learning motivation
Interventions
Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.
game experience and learning motivation
game experience and learning motivation
Eligibility Criteria
Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.
Inclusion Criteria
* Not working as a part/full-time nurse
* To be 18 years of age or older,
* To agree to participate in the research,
* Continuing to attend lectures and laboratory applications
Exclusion Criteria
* Not knowing how to read, write and speak Turkish,
* Having any cognitive, sensory and spiritual problems,
* Not willing to participate in the study.
18 Years
ALL
Yes
Sponsors
Meet the organizations funding or collaborating on the study and learn about their roles.
Istanbul University
OTHER
Responsible Party
Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.
Tuba Çömez İkican
Asisstan Professor
Locations
Explore where the study is taking place and check the recruitment status at each participating site.
Istanbul University
Istanbul, , Turkey (Türkiye)
Countries
Review the countries where the study has at least one active or historical site.
References
Explore related publications, articles, or registry entries linked to this study.
5- Blanco, A, Torente, J, Manjon, FB, Ruiz, P, Giner M. (2017). "Using A Videogame To Facilitate Nursing And Medical Students' First Visit To The Operating Theatre. A Randomized Controlled Trial". Nurse Educ Today, (55), 45-53. 6- Garrison, E., Colin, S., Lemberger, O., & Lugod, M. (2021). Interactive learning for nurses through gamification. JONA: The Journal of Nursing Administration, 51(2), 95-100.
1- Garrison, E., Colin, S., Lemberger, O., & Lugod, M. (2021). Interactive learning for nurses through gamification. JONA: The Journal of Nursing Administration, 51(2), 95-100. 2- Lee, M. D. (2016). Gamification and the psychology of game design in transforming mental health care. Journal of the American Psychiatric Nurses Association, 22(2), 134-136. 3- Zugai, J. S., Orr, F., & Levett-Jones, T. (2021). Online Gamified Quizzes in Undergraduate Mental Health Nursing Education: Thematic Analysis of Students' Qualitative Views. Issues in Mental Health Nursing, 1-5. 4- Zichermann, G. ve Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
Other Identifiers
Review additional registry numbers or institutional identifiers associated with this trial.
2024/565
Identifier Type: -
Identifier Source: org_study_id
More Related Trials
Additional clinical trials that may be relevant based on similarity analysis.