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Gamification clinical trials

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NCT ID: NCT06451926 Recruiting - Gamification Clinical Trials

Educational Escape Room Game and Nursing Students

Start date: May 13, 2024
Phase: N/A
Study type: Interventional

This study will be conducted to determine the effect of educational escape room teaching on nursing students' skills in calculating intravenous drug dosage and applying fluid therapy. The research was planned in a pretest-posttest and retest randomized controlled experimental design with a control group. This study will be conducted in the Spring Term of the 2023-2024 Academic Year at Kafkas University, Faculty of Health Sciences, Department of Nursing. 1st year and 4th year nursing students will be included in the sample of the research. Power analysis was performed to determine the number of people to be included in the study. The power of the test was calculated with the G*Power 3.1 program. Students will be divided into two groups, control and experimental, by randomization method. A total of 120 students were planned to be included in the study: 30 experimental and 30 control students for the first grade, and 30 experimental and 30 control students for the fourth grade. In order to conduct the research, written permissions were obtained from the ethics committee and the institution where the study would be conducted. The data of the research will be collected with the "Introductory Information Form-IIF", "Intravenous Drug Dosage Calculation and Fluid Therapy Application Knowledge Test-IVKT" (min:0-max:100), "Intravenous Drug Dosage Calculation and Fluid Therapy Application Skill Checklists-IVSC" (min:0-max:242) and "Game Evaluation Form-GEF" (min:26-max:130). Increasing the score obtained from data collection tools means that knowledge and skills increase.Data collection tools were presented to expert opinion for content validity. Content validity indexes were calculated and it was determined that the instruments were usable. The entire sample group will be given training on intravenous drug dose calculation and fluid therapy application. During the training, the subject will be supported by question-answer technique. Then, initial knowledge (pre-test) and initial skill (pre-test) will be measured with an objective structured clinical exam and scores will be calculated. According to the pre-test knowledge and skill scores, students from both grade levels will be assigned to experimental and control groups. The experimental group will play the escape room game in teams of five people according to the prepared educational escape room game plan. During this process, the control group will be given the right to work independently in the laboratory. The experimental group will play the educational escape room game once, and then the final knowledge (post-test) and final skills (objective structured clinical exam) of the experimental and control groups will be measured. Each student in the experimental group will be asked to fill out the game evaluation form. In evaluating the data, parametric or non-parametric tests will be used to determine whether the research data show a normal distribution or not. Correlation will be made to determine the relationship between pretest and posttest knowledge tests and objective structured clinical exam scores. Regression analysis will also be performed if necessary, based on the analysis results of the research data.

NCT ID: NCT06402942 Recruiting - Clinical trials for Duchenne Muscular Dystrophy

Gamified Occupational Therapy for Adolescents With Duchenne Muscular Dystrophy

DMD
Start date: June 1, 2024
Phase: N/A
Study type: Interventional

This research aims to improve the quality of life, occupational performance, occupational satisfaction and emotional health of young people with Duchenne muscular dystrophy compared to the classical occupational therapy program. The findings are planned to shed light on the development of new and effective strategies in the rehabilitation of adolescents with Duchenne muscular dystrophy.

NCT ID: NCT05725330 Recruiting - Type 2 Diabetes Clinical Trials

The Effect of Gamification on Patients With Type 2 Diabetes

Start date: February 25, 2023
Phase: N/A
Study type: Interventional

Diabetes is a broad-spectrum metabolic disorder that causes a defect in the organism's carbohydrate, fat, and protein metabolism processes due to insulin deficiency or impaired insulin effect. Diabetes requires continuous medical care and causes chronic, severe mortality and morbidity. More than 90% of all people with diabetes worldwide suffer from Type 2 DM. Diabetes self-management includes self-monitoring of blood glucose levels, knowing and managing the symptoms of hypoglycemia and hyperglycemia, adherence to diet, physical exercise, and diabetic foot care. Considering the high prevalent and undesirable consequences of diabetes in the world, it is necessary to benefit from new educational technologies and tools. One of these technologies is gamification, which increases the quality of education as an effective educational tool, creates motivation and enthusiasm, and develops a sense of competition in the target audience. This study plans to develop a game that will include virtual coaching to increase the self-management and glycemic control of patients with type 2 diabetes.