- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06181058
Escape Room Game in Oncology Nursing
The Effect of the Escape Room Game on Students' Academic Self-Efficacy and Critical Thinking: An Oncology Nursing Course Example
Study Overview
Status
Intervention / Treatment
Detailed Description
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
Çubuk
-
Ankara, Çubuk, Turkey, 06760
- Ankara Yildirim Beyazıt University
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Being enrolled in the Oncology Nursing course and volunteering to participate in the study
Exclusion Criteria:
- Not completing the game during the escape room game and/or filling in the scales and forms incompletely
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: escape room game
The participant list will be uploaded to a program and teams of 6-8 people will be formed with random names. The participant list will be uploaded to a program and teams of 6-8 people will be formed with random names. Each team will play the escape game. Participants will be informed about the game. He/she will be asked to solve puzzles within the framework of an oncology patient scenario. There will be a debriefing session at the end of the escape game. Participants will be informed with a scenario containing the story of an oncology patient, and puzzles-riddles related to the case will be given within the game. They will get a letter when they solve each riddle and complete the game by solving the password. |
Participants will be informed about the game (15 minutes).
They will complete the game by solving puzzles within the framework of the oncology patient scenario (approximately 30 minutes).
There will be a debriefing session at the end of the escape game (15 minutes).
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Academic Self-Efficacy Scale
Time Frame: First assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game.
|
The scale consists of 4 sub-dimensions and 14 items.
An increase in the score obtained indicates that the student's academic self-efficacy also increases.
|
First assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game.
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Critical Thinking Motivation Scale
Time Frame: First assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game .
|
This scale was developed to provide information about motivation for a specific critical thinking task.
The scale consists of 19 Likert-type items ranging from 1 to 6 (1 = "I Strongly Disagree" and 6 = "I Strongly Agree").
The scale consists of two main sub-dimensions named "expectation" and "value".
An increase in the score obtained from the scale indicates that the student's critical thinking motivation has increased.
|
First assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game .
|
|
Game-X Scale
Time Frame: Immediately after the debriefing, approximately 15 minute after the game.
|
The scale was developed in 2018 to evaluate game experiences.
In this scale, factors covering six dimensions namely absorption, enjoyment, activation, creative thinking, absence of negativity and dominance.
The scale consists of 27 questions and 6 sub-dimensions.
The scale is Likert type and responses are scored between 1 (never) and 5 (always).
An increase in the score obtained indicates that the gaming experience is positive.
|
Immediately after the debriefing, approximately 15 minute after the game.
|
Collaborators and Investigators
Investigators
- Principal Investigator: Tuğçe Türten Kaymaz, PhD, Ankara Yildirim Beyazıt University
- Principal Investigator: Betül Çakmak, Ankara Yildirim Beyazıt University
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- AnkaraYBU-SBF-TTK-01
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
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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