Trials / Completed
CompletedNCT04859192
Gamified Flipped Class Room and Nursing Students' Skills Competency and Confidence
Effect of Gamified Flipped Class Room on Facilitating Nursing Students' Skills Competency and Confidence
- Status
- Completed
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 128 (actual)
- Sponsor
- Mansoura University · Academic / Other
- Sex
- All
- Age
- 18 Years
- Healthy volunteers
- Not accepted
Summary
one of the primary components of effective teaching is student engagement and that engagement is critical for learning
Detailed description
In order to increase motivation, it is necessary to eliminate the factors that create boredom and to transform the lectures into a more enjoyable environment. In recent years, the gamification strategy has been used in order to intrigue the students, and to increase their motivation for learning. Gamification is a system that implements game design components on out-of-game contexts and alters the subjects' behaviors.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| OTHER | gamified flipped classroom | moodle will be gamified |
Timeline
- Start date
- 2021-04-22
- Primary completion
- 2021-07-20
- Completion
- 2022-02-15
- First posted
- 2021-04-26
- Last updated
- 2022-04-11
Locations
1 site across 1 country: Egypt
Source: ClinicalTrials.gov record NCT04859192. Inclusion in this directory is not an endorsement.