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Completed

NCT Number: NCT06344754

Gamification in Family Planning Education: Impact on University Students

Family planning education is an important component of sexual and reproductive health education for young people. Innovative educational approaches, including gamification, may support student engagement and learning in family planning education. This study examined changes in family planning knowledge and attitudes among first-year undergraduate midwifery students following participation in a gamified escape room-based family planning educational activity. The study used a single-group quasi-experimental pretest-posttest design with a two-month follow-up. Participants completed a Genially-based digital escape room consisting of three progressively challenging levels. Family planning knowledge was assessed at baseline and immediately after the educational activity, while family planning attitudes were assessed at baseline, immediately after the activity, and at the two-month follow-up.

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Key information

Sex eligibility

Female

Study type

Interventional

Phase

Not applicable

Primary location

Lokman Hekim University

Ankara, 06300, Turkey (Türkiye)

About this study

Location of the research: The study was conducted with first-year undergraduate midwifery students at Lokman Hekim University in Türkiye.

Study period and participants: The educational activity and immediate assessments were conducted in March 2024, and the follow-up assessment was conducted two months later, in May 2024. A total of 46 eligible first-year midwifery students who had not previously received formal family planning education were invited to participate. Eight students declined participation, and 38 students provided informed consent and constituted the final study sample.

Study design: The study used a single-group quasi-experimental pretest-posttest design with a two-month follow-up. Family planning knowledge was assessed at baseline and immediately after the educational activity. Family planning attitudes were assessed at baseline, immediately after the educational activity, and at the two-month follow-up.

Educational activity: Participants individually completed a Genially-based gamified digital escape room on family planning in a face-to-face classroom setting. The activity consisted of three progressively challenging levels and lasted approximately 20 minutes.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

Being a first-year undergraduate midwifery student Not having received formal family planning education before the study Voluntarily agreeing to participate in the study Having access to a smartphone or tablet suitable for completing the digital educational activity

Exclusion criteria

Having previously received formal family planning education Declining to participate in the study

Treatment and study plan

Gamified Escape Room-Based Family Planning Education

Behavioral

Participants individually completed a Genially-based digital escape room on family planning using their own smartphones or tablets and headphones in a face-to-face classroom setting. The intervention consisted of three progressively challenging levels: Apprentice Planner, Journeyman Planner, and Master Planner. Activities included matching, true/false questions, and scenario-based tasks. Participants were required to answer correctly before progressing; incorrect responses prevented progression until the correct response was identified. Embedded clues were available within the digital environment. A digital badge was awarded after successful completion of each level, and participants received the "Master Planner" title after completing the final level. The activity lasted approximately 20 minutes.

Primary outcomes

  1. Family planning attitudes

    Time frame: Baseline, immediately post-intervention, and two-month follow-up

    Family planning attitudes were assessed using the Family Planning Attitude Scale (FPAS), a 34-item, 5-point Likert-type scale. Total scores range from 34 to 170, with higher scores indicating more positive attitudes toward family planning. The FPAS was administered at baseline, immediately after the gamified escape room-based educational activity, and at the two-month follow-up.

Secondary outcomes

  1. Family Planning Knowledge

    Time frame: Baseline and immediately post-intervention

    Family planning knowledge was assessed using a researcher-developed three-item Family Planning Knowledge Form. The items assessed knowledge regarding incorrect condom use, emergency contraception, and contraceptive misconceptions. Items were scored dichotomously as correct or incorrect. For the multiple-response item, a response was considered correct only when all correct options and no incorrect options were selected. Knowledge was assessed at baseline and immediately after the educational activity.

Sponsors and collaborators

Lead sponsor

Lokman Hekim University

Other Gov

Registry information

Official study title

The Effect of Family Planning Education Delivered With the Gamification Method on the Knowledge and Attitudes of University Students

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Apr 3, 2024
Registry last updated
Sep 23, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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