CreativeDrama and GamificationBased

NCT07039851 · Status: RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 50

Last updated 2025-06-26

No results posted yet for this study

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.

Conditions

  • Creative Drama
  • Gamification

Interventions

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.

Sponsors & Collaborators

  • Saglik Bilimleri Universitesi

    lead OTHER

Principal Investigators

Study Design

Allocation
RANDOMIZED
Purpose
OTHER
Masking
SINGLE
Model
PARALLEL

Eligibility

Min Age
10 Years
Max Age
12 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2025-10-01
Primary Completion
2026-10-01
Completion
2026-10-01

Countries

  • Turkey (Türkiye)

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT07039851 on ClinicalTrials.gov