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OpenTrials
Completed

NCT Number: NCT04592432

Development of an Educational Video Game to Improve Nursing Students' Reasoning With Acute Heart Failure Patients

The aim of this study is to appreciate, using quantitative and qualitative empirical methods, the contribution of an educational video game to the engagement, the motivation, and the development of nursing students' interpretation of acute heart failure patients' health condition. Two prototypes of the same educational video game have been developed. Study participants will play with both prototypes, complete online questionnaires and be interviewed by a research assistant regarding their experience with both prototypes. Study results will serve to select the most promising prototype between the two, based on its potential to support the engagement, the motivation, and the development of nursing students' interpretation of acute heart failure patients' health condition. Study results will also serve to refine the selected prototype before conducting a larger-scale efficacy trial. As such and given the small sample number of participants that is expected, it is not planned to conduct hypothesis testing.

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Key information

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Université de Montréal

Montreal, Quebec, H3T 1J4, Canada

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • As part of a Bachelor of Nursing program, to be registered in a course in which acute heart failure concepts are a focus.

Exclusion criteria

  • No exclusion criteria

Treatment and study plan

SIGN@L-A

Other

Two prototypes of a serious game were developed as part of this study. The design of these prototypes is based on the conceptual model by Alexiou and Schippers (2018) linking the instructional design of a serious game to intrinsic motivation, engagement, and learning outcomes. The design of SIGN@L-A will include all elements of the serious game instructional design proposed by these authors which are game mechanics (i.e., objectives to meet, feedback, and rewards), a narrative (i.e., a protagonist, non-playable characters, and narrative events), and aesthetics (i.e., functional and hedonic aesthetics).

SIGN@L-B

Other

The design of SIGN@L-B will include only some of these elements which are some of the game mechanics (i.e., objectives to meet, limited feedback), and a functional aesthetic.

Primary outcomes

  1. Engagement with SIGN@L-A

    Time frame: Up to a week after being assigned to SIGN@L-A

    Measured with the French version of the User Engagement Scale - Short Form (Fontaine et al., 2019; O'Brien et al., 2018). This is a self-reported 5-level Likert -type scale (1 to 5). The overall score varies from 1 to 5 where a higher score is indicative of a greater engagement.

  2. Engagement with SIGN@L-B

    Time frame: Up to a week after being assigned to SIGN@L-B

    Measured with the French version of the User Engagement Scale - Short Form (Fontaine et al., 2019; O'Brien et al., 2018). This is a self-reported 5-level Likert -type scale (1 to 5). The overall score varies from 1 to 5 where a higher score is indicative of a greater engagement.

  3. Intrinsic motivation toward SIGN@L-A

    Time frame: Up to a week after being assigned to SIGN@L-A

    Measured with the corresponding subscale of the Échelle de motivation situationnelle (Guay et al., 2000). This is a self-reported 7-level Likert-type subscale (1 to 7). The overall score varies from 4 to 28 where a higher score is indicative of a greater intrinsic motivation.

  4. Intrinsic motivation toward SIGN@L-B

    Time frame: Up to a week after being assigned to SIGN@L-B

    Measured with the corresponding subscale of the Échelle de motivation situationnelle (Guay et al., 2000). This is a self-reported 7-level Likert-type subscale (1 to 7). The overall score varies from 4 to 28 where a higher score is indicative of a greater intrinsic motivation.

  5. Change in clinical reasoning in the context of acute heart failure

    Time frame: At baseline; up to seven days post-randomization

    Measured with an ad hoc questionnaire. Ten grids are presented to the participant. In each grid, a logical network between two highlighted elements must be developed. Each element refers to a concept related to acute heart failure. Each grid is then rated incorrect (0) or correct (1). The overall score varies from 0 to 10 where a higher score indicates a better clinical reasoning in the context of acute heart failure.

  6. Change in clinical reasoning in the context of acute heart failure

    Time frame: At baseline; between seven and fourteen days post-randomization

    Measured with an ad hoc questionnaire. Ten grids are presented to the participant. In each grid, a logical network between two highlighted elements must be developed. Each element refers to a concept related to acute heart failure. Each grid is then rated incorrect (0) or correct (1). The overall score varies from 0 to 10 where a higher score indicates a better clinical reasoning in the context of acute heart failure.

Secondary outcomes

  1. Time spent playing with SIGN@L-A

    Time frame: Up to a week after being assigned to SIGN@L-A

    Self-reported number of minutes estimated to have been spent playing.

  2. Time spent playing with SIGN@L-B

    Time frame: Up to a week after being assigned to SIGN@L-B

    Self-reported number of minutes estimated to have been spent playing.

  3. Degree to which the participant would like to play again with SIGN@L-A

    Time frame: Up to a week after being assigned to SIGN@L-A

    Measured with a self-reported 10-point scale (0: not at all; 10; a lot). The score varies from 0 to 10 where a higher score indicates a higher degree to which the participant would like to play again with the serious game.

  4. Degree to which the participant would like to play again with SIGN@L-B

    Time frame: Up to a week after being assigned to SIGN@L-B

    Measured with a self-reported 10-point scale (0: not at all; 10; a lot). The score varies from 0 to 10 where a higher score indicates a higher degree to which the participant would like to play again with the serious game.

  5. Favorite prototype of the serious game

    Time frame: Up to 14 days post-randomization

    Participants indicate on a questionnaire which prototype they preferred (SIGN@L-A or SIGN@L-B)

Sponsors and collaborators

Lead sponsor

Marc-André Maheu-Cadotte

Other

Registry information

Official study title

Development of a Serious Game to Improve Nursing Students' Clinical Reasoning in the Context of Acute Heart Failure

Important dates

Study start
2020
Primary completion
2020
Study completion
2020
First posted
Oct 19, 2020
Registry last updated
Apr 28, 2021

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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