Clinical trial NCT06786806: Gamified Infection Control Education for Nursing Students: Effects on Self-Efficacy, Motivation, and Learning Outcomes
Official title: The Impact of Gamified Infection Control Education on Academic Self-Efficacy, Learning Motivation, and Cognitive Achievement in Nursing Students: A Randomized Controlled Trial
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Students, Nursing
Keywords: Gamification
infection control
nursing student
academic success
self efficacy
Lead sponsor: Lokman Hekim Üniversitesi
Sponsor class: OTHER_GOV
First posted: 2025-01-22
Enrollment: 60
Sex: ALL
Standard ages: CHILD
ADULT
OLDER_ADULT
Accepts healthy volunteers: yes
Allocation: RANDOMIZED
Intervention model: PARALLEL
Intervention model description: This study utilized a randomized controlled trial (RCT) design, where participants were randomly assigned to one of two groups. The intervention group (n=30) participated in a four-week Gamified Infection Control Education Program that included interactive components such as physical games, case studies, and escape rooms. In contrast, the control group (n=30) received traditional lecture-based instruction, serving as the comparator. This design aimed to evaluate the effectiveness of gamification in enhancing student engagement, motivation, and learning outcomes compared to standard educational methods.
Primary purpose: OTHER

Brief summary: Infection control is a critical component of nursing education, ensuring the safety of patients and healthcare workers. Gamification, which integrates game-based principles into educational activities, has emerged as a promising approach to improve student engagement, motivation, and learning outcomes in healthcare education. This study aimed to evaluate the impact of a gamified infection control education program on cognitive achievement, academic self-efficacy, and learning motivation among first-year nursing students. The study employed a randomized controlled trial design involving 60 first-year nursing students from a private university in Turkey. Participants were randomly assigned to an intervention group (n=30) or a control group (n=30). The intervention group participated in a four-week Gamified Infection Control Program featuring physical games, case studies, and escape rooms. The control group received traditional lecture-based instruction. Data were collected using validated instruments, including the Infection Control Cognitive Achievement Measurement Questions Form, the Academic Nurse Self-Efficacy Scale (ANSES), and the Learning Motivation Scale in Higher Education (EMAPRE-U). Statistical analyses included t-tests, Mann-Whitney U tests, and regression analyses.


Eligibility criteria: Inclusion Criteria:

* First-year nursing students enrolled in a nursing program
* Students who have not previously completed formal infection control training
* Students who are willing to participate in the study and provide informed consent

Exclusion Criteria:

* Students with prior knowledge or certification in infection control practices
* Students who are unable to attend the full four-week program due to scheduling conflicts
* Students with any medical or psychological condition that would prevent full participation in study activities

Primary outcomes:
measure: Cognitive Achievement in Infection Control
timeFrame: Assessed immediately after the four-week intervention.
Secondary outcomes:
measure: Learning Motivation
timeFrame: Assessed immediately after the four-week intervention.
measure: Academic Self-Efficacy
timeFrame: Assessed immediately after the four-week intervention.
Other outcomes:
Locations:
city: Ankara
country: Turkey
facility: Lokman Hekim University
Study officials:
References: