Trials / Recruiting
RecruitingNCT07039851
CreativeDrama and GamificationBased
Creative Drama and Gamification-Based Educational Experience: Its Effect on Children's Nature Connectedness and Recycling Behaviors
- Status
- Recruiting
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 50 (estimated)
- Sponsor
- Saglik Bilimleri Universitesi · Academic / Other
- Sex
- All
- Age
- 10 Years – 12 Years
- Healthy volunteers
- Accepted
Summary
The aim of this study is to examine the effect of a creative drama and gamification-based educational experience on children's levels of nature connectedness and recycling behaviors. With the increasing environmental problems today, instilling environmental awareness in children at an early age and helping them establish a bond with nature is of great importance for a sustainable future. In this context, creative drama stands out as an effective method in shaping environmental attitudes, as it supports children's emotional development and enhances their ability to empathize. Gamification, on the other hand, is a pedagogical strategy that increases children's active participation in learning processes and boosts their motivation. In the study, an experimental design will be used, and a group of students will participate in an educational program themed around nature and recycling, incorporating creative drama and gamification activities. At the end of the program, children's nature connectedness and recycling behaviors will be measured, and pre-test-post-test comparisons will be made. Nature connectedness is defined as an individual's perception of nature as a whole and seeing themselves as a part of that whole, and it is strongly associated with environmentally friendly behaviors. Recycling behaviors include individuals' voluntary efforts to separate and repurpose waste. This study aims to reveal how creative and interactive learning methods influence children's environmental awareness and behaviors, and it seeks to contribute to the development of environmental education programs.
Detailed description
Research Design This study will be conducted using a quantitative research method within a randomized controlled experimental design, employing a pre-test and post-test approach. Population and Sample The study population consists of students enrolled in the 5th and 6th grades of middle schools affiliated with the Istanbul Provincial Directorate of National Education. The experimental group will receive an educational program based on creative drama and gamification, while the control group will not receive any intervention during this period.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| OTHER | Experimental | Each session in the experimental group includes four phases: 1. Warm-up (10 min): Students engage in ice-breakers and movement activities to relax and prepare mentally and physically. 2. Games \& Activities (30 min): Drama and game-based tasks related to nature and recycling promote experiential learning and teamwork. 3. Improvisation (30 min): Students take part in role-plays and skits (e.g., acting as a tree or a recycled item) to build empathy and deepen their connection to environmental themes. 4. Evaluation (20 min): Students reflect on their learning, share feelings, and receive feedback. Facilitators summarize key points and reinforce the session's goals. |
Timeline
- Start date
- 2025-10-01
- Primary completion
- 2026-10-01
- Completion
- 2026-10-01
- First posted
- 2025-06-26
- Last updated
- 2025-06-26
Locations
1 site across 1 country: Turkey (Türkiye)
Source: ClinicalTrials.gov record NCT07039851. Inclusion in this directory is not an endorsement.