The Effect of Serious Game and Video-Assisted Education on Nursing Students
NCT ID: NCT06947005
Last Updated: 2025-04-27
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
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COMPLETED
NA
99 participants
INTERVENTIONAL
2023-06-15
2025-04-15
Brief Summary
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Material and Method: The study was carried out as a randomized controlled experimental research design between June 2023 and April 2025 at the Faculty of Nursing, İnönü University. All students enrolled in the Nursing Department during the Spring Semester of the 2023-2024 academic year constituted the study population. The sample consisted of 99 students (33 in the serious game group, 33 in the video group, and 33 in the control group), determined by power analysis. Data were collected using the "Psychomotor Skills Evaluation Checklists," the "Perceived Stress Scale for Nursing Students," and the "Student Satisfaction and Self-Confidence in Learning Scale."
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
CROSSOVER
BASIC_SCIENCE
SINGLE
Study Groups
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Intervention
Serious game group
Intervention 1
The students in the serious game group were asked to download the drug applications serious game to their phones. They were asked to play the game for two weeks. The students continued to play the game at any time and as often as they wanted until they won at least one gold medal for each application. At the end of the 2nd week, a questionnaire form and VAS scale were applied to the students to evaluate the post-test data and their satisfaction levels with the game. The collected data were analysed to understand the different dimensions of game satisfaction and to assess overall satisfaction levels.
Intervention 2
Video asisted learning group
Intervention 2
A WhatsApp group was established to maintain communication with the students in the video-supported education group. After the pre-test data were collected, the students were introduced to the ed-puzzle web page where they could watch the application videos and were asked to register to the system. No fee was paid to register to the ed-puzzle web page. Students were given the opportunity to watch the videos on the ed-puzzle web page for 2 weeks and answer the questions. Each student was allowed to watch the videos at least once until they answered all the questions correctly. The number of videos watched was monitored by the researcher. At the end of the 2nd week, post-test data were collected from the students.
Control group
Control
No interventions assigned to this group
Interventions
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Intervention 1
The students in the serious game group were asked to download the drug applications serious game to their phones. They were asked to play the game for two weeks. The students continued to play the game at any time and as often as they wanted until they won at least one gold medal for each application. At the end of the 2nd week, a questionnaire form and VAS scale were applied to the students to evaluate the post-test data and their satisfaction levels with the game. The collected data were analysed to understand the different dimensions of game satisfaction and to assess overall satisfaction levels.
Intervention 2
A WhatsApp group was established to maintain communication with the students in the video-supported education group. After the pre-test data were collected, the students were introduced to the ed-puzzle web page where they could watch the application videos and were asked to register to the system. No fee was paid to register to the ed-puzzle web page. Students were given the opportunity to watch the videos on the ed-puzzle web page for 2 weeks and answer the questions. Each student was allowed to watch the videos at least once until they answered all the questions correctly. The number of videos watched was monitored by the researcher. At the end of the 2nd week, post-test data were collected from the students.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Receiving training on parenteral drug applications for the first time,
* Not having any physical disabilities related to vision, hearing and motor skills,
* Having a smart mobile phone with Android/IOS operating system, and
* Volunteering to participate in the study.
Exclusion Criteria
* Students who did not have a smart mobile phone with Android / IOS operating system and
* Students who did not volunteer to participate in the study were excluded from the study.
18 Years
35 Years
ALL
Yes
Sponsors
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Inonu University
OTHER
Responsible Party
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Hakime Aslan
Principal Investigator
Principal Investigators
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Hakime Aslan
Role: STUDY_DIRECTOR
Faculty of Nursing
Locations
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Inonu University
Malatya, , Turkey (Türkiye)
Countries
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Other Identifiers
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Tülay Çetkin
Identifier Type: -
Identifier Source: org_study_id
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