Gamified Infection Control Education for Nursing Students: Effects on Self-Efficacy, Motivation, and Learning Outcomes
NCT06786806 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 60
Last updated 2025-01-22
Summary
Infection control is a critical component of nursing education, ensuring the safety of patients and healthcare workers. Gamification, which integrates game-based principles into educational activities, has emerged as a promising approach to improve student engagement, motivation, and learning outcomes in healthcare education. This study aimed to evaluate the impact of a gamified infection control education program on cognitive achievement, academic self-efficacy, and learning motivation among first-year nursing students. The study employed a randomized controlled trial design involving 60 first-year nursing students from a private university in Turkey. Participants were randomly assigned to an intervention group (n=30) or a control group (n=30). The intervention group participated in a four-week Gamified Infection Control Program featuring physical games, case studies, and escape rooms. The control group received traditional lecture-based instruction. Data were collected using validated instruments, including the Infection Control Cognitive Achievement Measurement Questions Form, the Academic Nurse Self-Efficacy Scale (ANSES), and the Learning Motivation Scale in Higher Education (EMAPRE-U). Statistical analyses included t-tests, Mann-Whitney U tests, and regression analyses.
Conditions
- Students, Nursing
Interventions
- OTHER
-
Gamified Infection Control Education Program
A four-week educational program integrating gamification techniques such as physical games, case studies, and escape rooms to teach infection control practices.Designed to enhance engagement, learning motivation, and cognitive achievement among nursing students.
- OTHER
-
Traditional Lecture-Based Instruction
Standard didactic teaching method focusing on infection control principles without incorporating gamification. Served as the comparator to evaluate the effectiveness of the gamified program.
Sponsors & Collaborators
-
Lokman Hekim University
lead OTHER_GOV
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2024-03-18
- Primary Completion
- 2024-05-18
- Completion
- 2024-11-20
Countries
- Turkey (Türkiye)
Study Locations
More Related Trials
-
COVID-19 Simulation Education on Nursing Students
NCT05576636 ·Status: COMPLETED ·Phase: NA
-
The Effect of Serious Game Developed for Nursing Students
NCT05321303 ·Status: COMPLETED ·Phase: NA
-
The Effect of the Game on Students' Intramuscular Injection Skills
NCT05963269 ·Status: UNKNOWN ·Phase: NA
-
The Effect of Gamified Instructional Material on Nursing Students' Aggressive Patient Management
NCT06649149 ·Status: COMPLETED ·Phase: NA
-
The Effect of Traditional Method and Kahoot! Gamification-Based Insulin Injection Training on Nursing Students
NCT06811168 ·Status: COMPLETED ·Phase: NA
-
Gamification in Disaster Nursing Education
NCT06380374 ·Status: COMPLETED ·Phase: NA
-
The Effect of Use of Kahoot in Pediatric Emergency Nursing Course on Students' Course Success and Motivation Levels
NCT06526806 ·Status: COMPLETED ·Phase: NA
-
Gaming Experience and Learning Motivation of Students in Psychiatric Nursing Courses
NCT06850181 ·Status: COMPLETED ·Phase: NA
-
Game-Based 3D Simulation for Vital Signs Training in Nursing Education
NCT07009275 ·Status: COMPLETED ·Phase: NA
-
The Effect of Game-Based Activity on Blood Transfusion in Nursing Students
NCT05661526 ·Status: COMPLETED ·Phase: NA
-
Flipped Learning and Escape Room Method on Nursing Students
NCT06670469 ·Status: COMPLETED
-
The Effect of multımedıa-based educatıon ın dıstance learnıng on nursıng Students'
NCT05678855 ·Status: COMPLETED ·Phase: NA
-
The Effect of Gamification-Based Instructional Design Developed
NCT07207590 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Using Games in Teaching Nursing History
NCT06284239 ·Status: COMPLETED ·Phase: NA
-
The Effectiveness of Serious Game-Based Training for Nursing Students in Postpartum Haemorrhage Management
NCT07229573 ·Status: RECRUITING ·Phase: NA
-
The Effect of Digital Game Use in Teaching Subcutaneous Injection Administration Skills to Nursing Students
NCT06037772 ·Status: COMPLETED ·Phase: NA
-
The Effect of a Game on the Development of Leadership Behaviors of Nursing Students
NCT06638203 ·Status: COMPLETED ·Phase: NA
-
The Effect of Discharge Education Given With Two Different Teaching Techniques on Students
NCT06798792 ·Status: COMPLETED ·Phase: NA
-
The Effect of Digital Games on Ethical Sensitivity and Decision Making in Nursing Students
NCT07235241 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Gamified Learning for Pressure Injury Prevention
NCT07028892 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Video vs. Game-Based Teaching of Intramuscular Injection
NCT07272369 ·Status: COMPLETED ·Phase: NA
-
The Effect of Serious Games
NCT05480540 ·Status: UNKNOWN ·Phase: NA
-
The Effect of Teaching Methods on Urinary Catheterization
NCT06928831 ·Status: COMPLETED ·Phase: NA
-
The Effect of HBM-Based Education on Nursing Students
NCT06262698 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Effectiveness of Health Literacy Education
NCT04868487 ·Status: COMPLETED ·Phase: NA