Gamification and Augmented Reality in Mechanical Ventilation Teaching for Nursing Students
Condition: Gamification; Augmented Reality
Study type: Interventional

Summary: 
      This study is designed to examine the effect of using gamification and augmented reality in
      mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy,
      and motivation.
    

Detailed description: 
      A pretest-posttest, prospective, randomized controlled trial will be conducted. Random
      assignment will place participants in either the experimental group using augmented reality
      games or the control group using traditional lectures (control group).

        1. Preparation of Augmented Reality Models

             -  Mechanical ventilator handout will be developed by the authors. This handout will
                be including images of physiology of respiration, mechanical ventilator machines,
                ventilator graphs, and ventilator settings.

             -  An augmented reality (AR) mobile application with image based AR will be used by
                the participants in the experimental group. The three-dimensional (3D) virtual
                models and images will be shown in the AR handout, and the participants could
                display the objects on the mobile screen with the use of a marker on the page of
                the AR handout using the camera in the mobile app.

        2. Preparation of Kahoot Game

             -  A teacher account was constructed on Kahoot after signing up at
                "https://kahoot.com".

             -  A Kahoot quiz with 20 multiple-choice questions and pictures will be constructed at
                "https://create.kahoot". Only one correct option will be possible for each of the
                20 questions.

             -  When a quiz is created and opened in "Kahoot".

             -  The students access to Kahoot within the classical game mode (Player vs Player "1:1
                Devices").

             -  A typical session of Kahoot involves 200 students playing the game.

             -  Once each teaching unit is completed, students will be asked to actively
                participate in the classroom using Kahoot.

             -  Once all of the players' names have appeared on the screen, the teacher presses
                "START" to begin the quiz.

             -  Students' responses and the scores' calculation will be automatically stored in the
                database.

             -  After the test is finished, a report of the results will be created and made
                available for download to the researcher.

      Data Collection Procedure

      The study will be conducted between October 20, 2022 and December 30, 2022.

        -  The students in experimental group received a 30 minutes augmented reality games
           training for mechanical ventilator using a 3D images and videos.

        -  The control group will be learned with the traditional materials in which the teacher
           will give online lectures regarding the mechanical ventilation utilizing PowerPoint
           presentation through Microsoft Teams platform.

        -  The self-administered questionnaires of knowledge, self-efficacy and motivation survey
           will take 15 minutes to complete for each participant via an online form. The pretest
           for both groups will be administered on the first day of the study, and the post-test
           will be administered immediately after and after three weeks of the intervention.

        -  Three weeks after the baseline measurements, knowledge, self-efficacy and Motivation
           Survey will be assessed again.
    

Intervention name(s): Augmented Reality and Kahoot game learning
Intervention type(s): Other
Intervention description(s): An augmented reality (AR) mobile application with image based will be used by the participants in the experimental group.
Also, students will participate in Kahoot game. Students will participate in the game using their own devices by going to https://kahoot on their phones and entering their password and password.
Allocation: Randomized
Intervention model: Parallel Assignment
Masking: Double (Investigator, Outcomes Assessor)
Primary purpose: Other
Keywords: Gamification; Augmented reality; knowledge; self-Efficacy; motivation; Mechanical Ventilation Teaching; Critical Care Nursing