Example of Escape Room in Nursing Student Education
NCT05830526 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 56
Last updated 2023-11-24
Summary
Game-based learning is gaining increasing attention to meet the evolving needs of today's nursing students and the demand for 21st century skills in modern healthcare. After the COVID-19 pandemic, the need for innovative learning methods has increased in the process of transferring the theoretical knowledge of nursing students into practice. It can improve learning outcomes while enhancing learning experiences by encouraging participation and motivation. Different teaching methods are used during the teaching of the course they take to nursing students. Game-based learning, which is one of them, is used to increase the motivation of students and to contribute to the acquisition and evaluation of knowledge and skills. Escape room is one of the methods used in this area.
The integration of innovative strategies into teaching and learning in higher education, such as escape room games as a learning method, has been reported to increase the acquisition of key professional competences, including communication, teamwork, and critical thinking. Within the scope of the innovative learning method, it is aimed that nursing students correctly evaluate the preoperative steps of the Enhanced Recovery After Surgery protocol in the escape room so that they can use the theoretical knowledge they have received in this study in practice.
Conditions
- Education, Nursing
Interventions
- OTHER
-
Escape Room
The next day, 56 students, who agreed to participate in the study, were divided into groups of 5, and they had to fill out a 10-question test, which includes the stages of the ERAS Protocol preoperative period, within the scope of the pre-test. A simulation room for students has been set up as an escape room. At the briefing on the theme of the escape room, it was explained that they would have 10 minutes to complete six missions using the clues given to them. The 6 stations created in the room were numerically numbered from 1 to 6. There were question/answer cards at each station and a clue on the back of the correct answer card to reach the next station. The first clue was given by the observer who made the information in the information room.The student who could not get out of the room within 10 minutes was considered as unable to leave the escape room.
Sponsors & Collaborators
-
Kocaeli University
lead OTHER
Principal Investigators
-
Refiye Akpolat · Kocaeli Healt and Tecnology University
Study Design
- Allocation
- NA
- Purpose
- OTHER
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Min Age
- 19 Years
- Max Age
- 24 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2022-11-01
- Primary Completion
- 2023-05-01
- Completion
- 2023-05-02
Countries
- Turkey (Türkiye)
Study Locations
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