Gamification-Enhanced Problem-Based Learning

NCT ID: NCT07125131

Last Updated: 2025-08-15

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

RECRUITING

Clinical Phase

NA

Total Enrollment

100 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-12-13

Study Completion Date

2026-02-28

Brief Summary

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The goal of this randomized controlled trial is to compare the effects of "Gamification-Enhanced Problem-Based Learning" and a lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence among nursing students of enrolled nurse in higher diploma education in Hong Kong. The main questions it aims to answer are:

1. What is the level of critical thinking disposition, metacognitive awareness and clinical competence of nursing students of enrolled nurse in higher diploma education in Hong Kong?
2. What is the relationship of clinical competence is related to critical thinking disposition and metacognitive awareness among nursing students of enrolled nurse in higher diploma education in HK?
3. What are the effects of "Gamification-Enhanced Problem-Based Learning" and lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence among nursing students of enrolled nurse in higher diploma education in Hong Kong?

Participants will receive five sessions of "Gamification-Enhanced Problem-Based Learning" for five weeks.

Detailed Description

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A "Gamification-Enhanced Problem-Based Learning" will be provided to the nursing students in a face-to-face format in a local nursing school over five weeks. The duration of each session is 90 mins. The program will take place outside regular class teaching hours and does not contribute to any academic grade points.

The problem-based learning was gamified by designing five levels of authentic clinical cases with increasing difficulties were developed for the program to reflect the clinical situations in real life. Pre-reading materials, which are relevant to the clinical cases, will be given to the participants through an online learning platform one week before each session to support students' learning. The participants, randomly allocated in a group of 4-6 individuals, will work collaboratively to solve the clinical case presented. The process of problem-based learning will be facilitated by a nurse educator. Participants will be allowed to use digital devices e.g. iPad for online resources. Within the one-hour time limit, participants have to put their thinking into action through role-play in the nursing laboratory. The participants will randomly pick their roles e.g. patient's daughter, nurse-in-charge, wound care nurse, observer etc. A patient simulator will be act as a patient to ensure consistency for each group. Relevant medical equipment will be provided to further enhance the immersive experiences. A 20 mins debriefing session will be conducted to consolidate their learning and provide feedback. After completion of a case, a digital badge will be issued to the participants through the online learning platform.

The time used to solve each case will be recorded and converted into score, displaying in leaderboard each week in the online learning platform. The fastest group will be the winner of the program and a certificate of champion will be issued. For those participants who completed all cases will also be awarded a certificate of completion.

Conditions

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Gamification Nursing Education

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

OTHER

Blinding Strategy

SINGLE

Outcome Assessors

Study Groups

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Gamification-Enhanced Problem-Based Learning

Five weekly gamification-enhanced problem-based learning program

Group Type EXPERIMENTAL

Gamification-Enhanced Problem-Based Learning

Intervention Type OTHER

An educational intervention combines principles of problem-based learning (PBL) with game design elements including scores, leaderboards, digital badges, challenges, immersive experiences, feedback and rewards into problem-based learning.

Lecture

Conventional teaching (didactic lectures) delivered by PowerPoint presentation

Group Type OTHER

Conventional didactic lecture (usual practice)

Intervention Type OTHER

A didactic teaching approach in which course content is delivered to nursing students primarily through PowerPoint presentation by lecturer.

Interventions

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Gamification-Enhanced Problem-Based Learning

An educational intervention combines principles of problem-based learning (PBL) with game design elements including scores, leaderboards, digital badges, challenges, immersive experiences, feedback and rewards into problem-based learning.

Intervention Type OTHER

Conventional didactic lecture (usual practice)

A didactic teaching approach in which course content is delivered to nursing students primarily through PowerPoint presentation by lecturer.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* aged 18 or above;
* year 2 nursing students from full-time program;
* education level post-secondary school or above;
* consent given to participate voluntarily in this study;
* participants who could read and write Chinese.

Exclusion Criteria

* healthcare working experience prior to enrollment into the undergraduate nursing program;
* repeater.
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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The University of Hong Kong

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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Wing Yee Tun, MNurs

Role: PRINCIPAL_INVESTIGATOR

Hong Kong Sanatorium & Hospital

Locations

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School of Nursing, Hong Kong Sanatorium & Hospital

Hong Kong, , Hong Kong

Site Status RECRUITING

Countries

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Hong Kong

Central Contacts

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Wing Yee Tun, MNurs

Role: CONTACT

852 29175919

Facility Contacts

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Wing Yee Tun, MNurs

Role: primary

852 29175919

Other Identifiers

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UW 24-673

Identifier Type: -

Identifier Source: org_study_id

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