Gamified Infection Control Education for Nursing Students: Effects on Self-Efficacy, Motivation, and Learning Outcomes
The Impact of Gamified Infection Control Education on Academic Self-Efficacy, Learning Motivation, and Cognitive Achievement in Nursing Students: A Randomized Controlled Trial
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
-
Ankara, Turkey, 06100
- Lokman Hekim University
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-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
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
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Experimental: Intervention
Participants who received the Gamified Infection Control Education Program.
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A four-week educational program integrating gamification techniques such as physical games, case studies, and escape rooms to teach infection control practices.Designed to enhance engagement, learning motivation, and cognitive achievement among nursing students.
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|
Other: Control
Participants who received traditional lecture-based instruction.
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Standard didactic teaching method focusing on infection control principles without incorporating gamification.
Served as the comparator to evaluate the effectiveness of the gamified program.
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Cognitive Achievement in Infection Control
Time Frame: Assessed immediately after the four-week intervention.
|
Improve cognitive understanding of infection control principles, including sterilization and sepsis practices.
The investigators used the Infection Control Cognitive Achievement Measurement Questions Form as the measurement tool.
Each question has a single correct answer.
Each correct answer is worth one point, and higher total scores reflect higher levels of The Infection Control Cognitive Achievement Measurement.
The lowest total score is '0' and the highest total score is '100'.
|
Assessed immediately after the four-week intervention.
|
Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Learning Motivation
Time Frame: Assessed immediately after the four-week intervention.
|
Change in learning motivation levels among nursing students.
The investigators used the Learning Motivation Scale in Higher Education as the measurement tool.
Participants select their level of agreement about (item) using a Likert scale ranging from 1 (disagree) to 3 (agree).
Higher scores reflect higher motivation to learn.
The lowest total score is '23' and the highest total score is '69'.
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Assessed immediately after the four-week intervention.
|
|
Academic Self-Efficacy
Time Frame: Assessed immediately after the four-week intervention.
|
Change in students' confidence in their academic abilities related to infection control.
The investigator used the Academic Nurse Self-Efficacy Scale as the measurement tool.
Participants respond to the prompt, "How confident are you about (item)?" using a Likert scale ranging from 1 (very little confidence) to 5 (completely confident).
Higher scores reflect greater levels of academic self-efficacy.
The lowest total score is '14' and the highest total score is '70'.
|
Assessed immediately after the four-week intervention.
|
Collaborators and Investigators
Sponsor
Sponsor
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- 2024071
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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