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Trials / Completed

CompletedNCT06380374

Gamification in Disaster Nursing Education

Evaluation of the Effectiveness of the Program Prepared With Gamification Strategy Based on Multiple Intelligence Theory in Disaster Nursing Education: Randomized Control Study

Status
Completed
Phase
N/A
Study type
Interventional
Enrollment
72 (actual)
Sponsor
Selcuk University · Academic / Other
Sex
All
Age
Healthy volunteers
Accepted

Summary

This research will be conducted as a randomized controlled study with a parallel design to evaluate the effectiveness of the disaster nursing training program prepared with a gamification strategy based on multiple intelligence theory for final-year public health nursing students. Research hypothesis "H1a: The disaster nursing knowledge level of the students participating in the program, which is prepared with a Gamification Strategy Based on Multiple Intelligence Theory, differs from the control group. H1b: The perception of volunteering towards disaster nursing differs for the students included in the Program Prepared with Gamification Strategy Based on Multiple Intelligence Theory compared to the control group. H1c: The self-efficacy level of students involved in the Program Prepared with Gamification Strategy Based on Multiple Intelligences Theory regarding disaster nursing differs from the control group."

Detailed description

A national study on the subject was used to calculate the research sample size. A study conducted in Turkey determined that students who received training in disaster nursing had a 44% increase in their knowledge level compared to those who did not. In determining the sample size, this ratio is accepted as 95% power and 0.05 alpha level, and the required sample size in the Gpower 3.2 program is 60 people (30 experimental and 30 control). Sampling loss was stated as 17% in another study conducted on a similar population and a similar subject. Students enrolled in the Public Health Nursing course of Selçuk University Faculty of Nursing, the research area, will be evaluated according to the eligibility criteria. Then, the researchers (MK and LS-K) will receive the contact information of the students who meet the inclusion criteria, volunteer to participate in the study, and give consent. The topic of disaster nursing will be explained to all students enrolled in the course by the researcher (LS-K) in the classroom environment. Pre-tests will be taken from students attending the course on disaster nursing by the researchers (MK and LS-K). Randomization will be carried out by the researcher (D-KT), who does not have an active role in the research process. Students in the experimental and control groups will be hidden from the researchers (MK, LS-K, and M-D), who will carry out the application until it begins. The Program prepared for the students in the experimental group, based on the Gamification Strategy Based on Multiple Intelligence Theory, will be carried out face to face. Students in the experimental group will be on the playground. Students will attend the sessions in groups of 6. Each student will compete independently within the group, and each group will have a winner. A total of 30 questions will be encountered in each game round. The entire game process consists of 7 sessions, each expected to last approximately 30 minutes. Post-tests will be taken from the students after the game process is completed. The main result expected from the research is the change in students\' knowledge levels about disaster nursing services, their intentions to become volunteer disaster nurses, and their self-efficacy perceptions regarding disaster nursing.

Conditions

Interventions

TypeNameDescription
OTHERGamification in Disaster Nursing EducationThe contact information of the students who meet the inclusion criteria will be collected by the researchers. The topic of disaster nursing will be explained to all students enrolled in the course by the researcher in the classroom environment. Pre-tests will be taken from students attending the course on disaster nursing. Randomization will be carried out by the researcher, who does not have an active role in the research process. Students in the experimental and control groups will be hidden from the researchers, who will conduct the application until it begins. The Program will be carried out face-to-face. Students in the experimental group will be on the playground. Students will attend the sessions in groups of 6. Each student will compete independently within the group, and each group will have a winner. Students will encounter a total of 30 questions in each game round. The entire game process consists of 7 sessions. After the game process is completed, post-tests will be taken.

Timeline

Start date
2024-05-09
Primary completion
2024-06-04
Completion
2024-06-04
First posted
2024-04-23
Last updated
2025-04-15

Locations

1 site across 1 country: Turkey (Türkiye)

Source: ClinicalTrials.gov record NCT06380374. Inclusion in this directory is not an endorsement.