Clinical Trials Directory

Trials / Unknown

UnknownNCT06223425

Virtual Reality Situation-Based Flipped Learning

Effectiveness of Virtual Reality Situation-Based Flipped Learning and Gamification on Nursing Students' Learning Attitudes, Problem-solving Abilities, and Empathetic Abilities

Status
Unknown
Phase
N/A
Study type
Interventional
Enrollment
140 (estimated)
Sponsor
Alexandria University · Academic / Other
Sex
All
Age
18 Years – 30 Years
Healthy volunteers
Accepted

Summary

The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes. Among these approaches, virtual reality (VR)

Detailed description

Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills. By leveraging these technologies, educators seek to create an immersive and interactive learning experience that not only aligns with the demands of modern education but also addresses the unique challenges faced by nursing students in developing critical competencies. This research explores the potential impact of this integrated approach on nursing education, contributing valuable insights to the ongoing efforts to optimize teaching methodologies for future healthcare professionals.

Conditions

Interventions

TypeNameDescription
BEHAVIORALvirtual reality Situation-Based Flipped LearningSituation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills.

Timeline

Start date
2023-11-01
Primary completion
2024-01-01
Completion
2024-02-01
First posted
2024-01-25
Last updated
2024-01-25

Locations

1 site across 1 country: Egypt

Source: ClinicalTrials.gov record NCT06223425. Inclusion in this directory is not an endorsement.