The Effect of Web-Based Gamification Applications on Nursing Students' Learning Regarding Cardiopulmonary Resuscitation
NCT07689422 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 86
Last updated 2026-07-08
Summary
In this study, the aim was to determine students' level of knowledge regarding cardiopulmonary resuscitation by using web-based gamification applications in nursing education, and additionally, to evaluate the secondary effects on knowledge retention and skill levels.
1. The cardiopulmonary resuscitation training delivered through web-based gamification applications has no effect on students' level of knowledge.
2. The cardiopulmonary resuscitation training delivered through web-based gamification applications has an effect on students' level of knowledge.
Conditions
- Cardiovascular Diseases
- Cardiopulmonary Arrest
- Web-based Gamification
Interventions
- OTHER
-
web-based gamification application
This application consists of various question contents of different types. When the student enters the application, he/she sees the practice questions and the countdown timer for the specified time on the screen. The student has the opportunity to track his/her total score and average ranking within the class after each exercise he/she solves on the leaderboard. In this practice, questions were prepared based on the procedural steps in the skill assessment forms, enabling students to reinforce their psychomotor skills.
Sponsors & Collaborators
-
Karadeniz Technical University
lead OTHER
Principal Investigators
-
Tuğba Özcan Kaya · Karadeniz Technical University Faculty of Health Sciences Department of Nursing
Study Design
- Allocation
- RANDOMIZED
- Purpose
- HEALTH_SERVICES_RESEARCH
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Min Age
- 18 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2023-03-21
- Primary Completion
- 2024-04-24
- Completion
- 2024-05-28
Countries
- Turkey (Türkiye)
Study Locations
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