Gamified Learning and Medication Error Prevention
THE EFFECT OF GAMIFIED LEARNING ON KNOWLEDGE LEVELS REGARDING MEDICATION ERROR PREVENTION IN NURSING STUDENTS: AN EXPERIMENTAL STUDY
研究概览
详细说明
Following the World Health Organization's (WHO) "Medication Without Harm" challenge and the Institute for Safe Medication Practices (ISMP) guidelines, this study focuses on reducing medication errors through innovative nursing education. The research is designed to measure how gamified learning modules influence the cognitive and practical competencies of nursing students.
The intervention group will participate in sessions incorporating gamification elements, such as competitive quizzes (Kahoot!), rewards, and interactive feedback, while the control group will receive standard lecture-based instruction. Data will be collected using pre-test and post-test knowledge assessments and medication safety awareness scales. The study seeks to provide evidence on whether digital gamification can be a sustainable and more engaging alternative to traditional nursing education models in the context of patient safety.
研究类型
注册 (实际的)
阶段
- 不适用
联系人和位置
学习地点
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Istanbul
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Samsun、Istanbul、土耳其(türkiye)
- Ondokuz Mayis University
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参与标准
资格标准
适合学习的年龄
- 成人
- 年长者
接受健康志愿者
描述
Inclusion Criteria:
- Volunteering to participate in the study,
- Taking the Fundamentals of Nursing course for the first time
Exclusion Criteria:
- Not volunteering to participate in the study.
- Graduating from a health vocational high school or an associate's degree.
- Not continuing the study.
学习计划
研究是如何设计的?
设计细节
- 主要用途:预防
- 分配:随机化
- 介入模型:并行分配
- 屏蔽:单身的
武器和干预
参与者组/臂 |
干预/治疗 |
|---|---|
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实验性的:Experimental Intervention
The experimental intervention involves a game-based learning approach focused on medication safety.
Participants in this group will receive nursing safety training integrated with gamification elements (Kahoot! ) to enhance their awareness of medication errors and safety protocols.
This training is designed based on the World Health Organization's (WHO) 'Medication Without Harm' challenges and international safety guidelines.
The intervention aims to increase clinical competency through competitive and engaging digital educational tools.
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This study aims to compare traditional education methods with a gamified learning approach (using Kahoot!) to enhance nursing students' knowledge and awareness of medication safety.
Starting in the 8th week of the curriculum, the process ensures participant privacy through code names while collecting baseline data via personal information forms and pre-tests.
Between weeks 9 and 12, both the experimental and control groups receive 12 hours of theoretical and 24 hours of laboratory instruction on medication errors.
Following this core training, the experimental group participates in a 4-week gamification intervention featuring 20-question interactive sessions and class discussions in a separate environment to prevent contamination.
The study concludes with a first post-test immediately after the intervention and a second post-test four weeks later to evaluate knowledge retention, finally providing the same gamified experience to the control group at the end of the semester to ensure edu
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无干预:No Intervention
The control group will receive traditional nursing education regarding medication safety and patient safety protocols.
This instruction consists of standard classroom lectures and literature-based materials without the integration of any gamification elements or interactive digital tools like Kahoot!.
The content provided is based on the same clinical guidelines (WHO and ISMP) as the experimental group to ensure educational consistency, but it follows a conventional pedagogical approach.
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研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Medication Error Knowledge Score
大体时间:Immediately after the 4-week gamification intervention
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Total score obtained from the "Medication Error Knowledge Assessment Form".
The scale evaluates students' theoretical and practical knowledge levels regarding medication safety protocols
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Immediately after the 4-week gamification intervention
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次要结果测量
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Knowledge Retention Level
大体时间:Four weeks after the completion of the intervention (Post-test 2/Retention test).
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Assessment of the sustainability of the knowledge gained during the intervention, measured using the same assessment form to compare scores over time.
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Four weeks after the completion of the intervention (Post-test 2/Retention test).
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合作者和调查者
出版物和有用的链接
一般刊物
- Aydınlı, A. (2025). Öğrenci hemşirelerin ilaç güvenliği yeterliliklerinin belirlenmesi. Uluborlu Mesleki Bilimler Dergisi, 8(2), 16-22. Berman, A., Snyder, S. J., & Frandsen, G. (2016). Kozier and Erb's fundamentals of nursing: Concepts, process and practice (10th ed., pp. 750-827). Pearson Education Inc. Buendgens, B., et al. (2023). Gamification in nursing safety training: Effects on medication safety awareness. BMC Nursing, 22(1), 145-152. https://doi.org/10.1186/s12912-023-01123-9 Chen, F., Lui, A. M., & Martinelli, S. M. (2021). A systematic review of game-based learning in nursing education. Nurse Education in Practice, 52, 103021. https://doi.org/10.1016/j.nepr.2021.103021
研究记录日期
研究主要日期
学习开始 (实际的)
初级完成 (实际的)
研究完成 (实际的)
研究注册日期
首次提交
首先提交符合 QC 标准的
首次发布 (实际的)
研究记录更新
最后更新发布 (实际的)
上次提交的符合 QC 标准的更新
最后验证
更多信息
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