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Clinical Trial Details — Status: Recruiting

Administrative data

NCT number NCT06223425
Other study ID # IRB00013623
Secondary ID
Status Recruiting
Phase N/A
First received
Last updated
Start date November 1, 2023
Est. completion date February 1, 2024

Study information

Verified date January 2024
Source Alexandria University
Contact mohamed H atta
Phone +202026609088
Email mohamed-hussein@alexu.edu.com
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes. Among these approaches, virtual reality (VR)


Description:

Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills. By leveraging these technologies, educators seek to create an immersive and interactive learning experience that not only aligns with the demands of modern education but also addresses the unique challenges faced by nursing students in developing critical competencies. This research explores the potential impact of this integrated approach on nursing education, contributing valuable insights to the ongoing efforts to optimize teaching methodologies for future healthcare professionals.


Recruitment information / eligibility

Status Recruiting
Enrollment 140
Est. completion date February 1, 2024
Est. primary completion date January 1, 2024
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 18 Years to 30 Years
Eligibility Inclusion Criteria: - willingness to participate Exclusion Criteria: - First-year academic students

Study Design


Related Conditions & MeSH terms


Intervention

Behavioral:
virtual reality Situation-Based Flipped Learning
Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills.

Locations

Country Name City State
Egypt Alexandria university Alexandria Al Iskandariyah

Sponsors (1)

Lead Sponsor Collaborator
Alexandria University

Country where clinical trial is conducted

Egypt, 

Outcome

Type Measure Description Time frame Safety issue
Primary virtual reality Situation-Based Flipped Learning Students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of Problem-Solving Ability measured by the Problem-Solving Ability scale (a higher score of more than 90) than those in traditional learning strategies two months
Primary virtual reality Based Gamification students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of empathic understanding level measured by the Empathetic ability scale ( a higher score of more than15) than those in traditional learning strategies two months
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