Study Results
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Basic Information
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COMPLETED
NA
94 participants
INTERVENTIONAL
2025-02-01
2025-05-01
Brief Summary
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The aim of this study was to evaluate the impact of innovative teaching methods applied in the "Physiotherapy and Innovation" course conducted during the 2024-2025 spring semester on physiotherapy students' learning experiences, and to describe the process of developing and exhibiting student-designed materials at the end of the course.
Method:
The study was carried out with 45 third-year students enrolled in the Department of Physiotherapy and Rehabilitation at Necmettin Erbakan University, Faculty of Health Sciences. The course was enriched with project-based learning, group brainstorming sessions, prototype development, presentations, and feedback meetings in line with innovative teaching principles. At the end of the semester, students designed prototypes of innovative tools, exercise materials, or educational aids applicable in the field of physiotherapy. The developed materials were presented at the "Innovative Physiotherapy Materials Exhibition" organized within the university.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
OTHER
SINGLE
Study Groups
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Education group
Participants in the education group received a 14-week structured training program based on game-based learning focused on approaching patients with kinesiophobia, in addition to their standard physiotherapy curriculum. The training was delivered face-to-face and included interactive and scenario-based educational activities designed to improve students' knowledge, awareness, and clinical attitudes toward patients with kinesiophobia.
Game-Based Learning Training on Approaching Patients With Kinesiophobia
The intervention consisted of a structured game-based learning training program designed to improve physiotherapy students' approach to patients with kinesiophobia. Each training session lasted approximately 60-90 minutes and was delivered face-to-face by the responsible researcher.
The training included four main components: (1) a brief theoretical lecture (15-20 minutes) covering kinesiophobia, pain psychology, and patient management; (2) case-based learning (20-30 minutes) involving analysis of fictional clinical scenarios; (3) game-based and interactive activities (20-30 minutes) focused on the management of kinesiophobia; and (4) group work and discussion (15-20 minutes), during which students collaboratively solved problems and discussed scenarios tailored to varying levels of patients' psychological and physical status.
Gamified quizzes were integrated into the training using an escape room format developed via the Genially platform. Students progressed through the activity by
Control group
Participants in the control group continued with the standard physiotherapy curriculum for 14 weeks and did not receive any additional training related to game-based learning or approaching patients with kinesiophobia during the study period.
Routine Physiotherapy Education
Participants in the control group continued their standard physiotherapy curriculum for the same study period. No additional training, game-based learning activities, case simulations, or kinesiophobia-specific educational content were provided during the intervention period.
Interventions
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Game-Based Learning Training on Approaching Patients With Kinesiophobia
The intervention consisted of a structured game-based learning training program designed to improve physiotherapy students' approach to patients with kinesiophobia. Each training session lasted approximately 60-90 minutes and was delivered face-to-face by the responsible researcher.
The training included four main components: (1) a brief theoretical lecture (15-20 minutes) covering kinesiophobia, pain psychology, and patient management; (2) case-based learning (20-30 minutes) involving analysis of fictional clinical scenarios; (3) game-based and interactive activities (20-30 minutes) focused on the management of kinesiophobia; and (4) group work and discussion (15-20 minutes), during which students collaboratively solved problems and discussed scenarios tailored to varying levels of patients' psychological and physical status.
Gamified quizzes were integrated into the training using an escape room format developed via the Genially platform. Students progressed through the activity by
Routine Physiotherapy Education
Participants in the control group continued their standard physiotherapy curriculum for the same study period. No additional training, game-based learning activities, case simulations, or kinesiophobia-specific educational content were provided during the intervention period.
Eligibility Criteria
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Inclusion Criteria
* Volunteering to participate in the study
* For the education group, volunteering to participate in the game-based learning training on approaching patients with kinesiophobia
Exclusion Criteria
* Failure to participate in any stage of the study (e.g., pre-test, in-class education session, or post-test)
* Requesting withdrawal from the study
18 Years
40 Years
ALL
Yes
Sponsors
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Necmettin Erbakan University
OTHER
Responsible Party
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Neslihan Altuntas Yilmaz
Assist Prof.
Locations
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Necmettin Erbakan University
Konya, Konya, Turkey (Türkiye)
Nezahat Keleşoğlu Faculty of Health Sciences
Konya, Konya, Turkey (Türkiye)
Countries
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References
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Koivisto JM, Haavisto E, Niemi H, Haho P, Nylund S, Multisilta J. Design principles for simulation games for learning clinical reasoning: A design-based research approach. Nurse Educ Today. 2018 Jan;60:114-120. doi: 10.1016/j.nedt.2017.10.002. Epub 2017 Oct 24.
Related Links
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Related Info
Other Identifiers
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NEU-PT2025-06
Identifier Type: -
Identifier Source: org_study_id
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