National Defense Medical Center
Taipei, Taiwan
NCT Number: NCT06531187
The goal of this study is to compare the effectiveness of gamification versus group discussion in evidence-based practice (EBP) education for clinical nurses. It aims to improve learning outcomes and clinical application of EBP.
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Notify Me20 year–65 year
All sexes
Interventional
Not applicable
Taipei, Taiwan
The main questions it aims to answer are:
Does gamification enhance the knowledge acquisition of clinical nurses in EBP? What barriers to evidence-based practice do nurses face? How does gamification affect cognitive load, self-efficacy, and attitudes towards EBP? Researchers will compare gamification to traditional group discussion methods to evaluate their impact on clinical practice.
Participants will:
Be clinical nurses from Tri-Service General Hospital with varying ranks and experiences.
Be randomly assigned to either the gamification group or the control group. Participate in EBP courses based on their clinical rank and experience. Complete pre- and post-intervention assessments and a six-month follow-up. Data collection will measure barriers to evidence-based practice, cognitive load, knowledge acquisition, self-efficacy, attitudes, course satisfaction, and practical application through written reports. Data analysis will use descriptive and inferential statistics to evaluate the effectiveness of the interventions.
This study aims to provide evidence on the most effective teaching methods for EBP, contributing to improved educational strategies and better clinical practices for nurses.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Nurses with more than three months of work experience and a signed contract.
Exclusion criteria
Participants cannot simultaneously attend both types of courses. Nurses at level N2 or above, nurses from other hospitals, nurse practitioners, or nursing supervisors are not included in this study.
The experimental group will receive a 4-hour gamified instructional design course focused on teaching Evidence-Based Practice (EBP), based on the Octalysis Framework of game elements proposed by Chou (2019).
The active comparator group will participate in 4-hour conventional small group discussions focused on teaching Evidence-Based Practice (EBP).
Time frame: Baseline, immediately after the workshop, and 6 months follow-up
Measured using the ACE tool developed by Ilic et al. (2014).
Time frame: Baseline, immediately after the workshop, and 6 months follow-up
Assessed using the Taipei Evidence-Based Practice Questionnaire (TEBPQ) (Chen et al., 2014).
Time frame: immediately after the workshop
Measured using a questionnaire designed specifically for this study.
Time frame: 6 months follow-up
The patient care report was then submitted for a panel of experts' review.
Time frame: Baseline, and 6 months follow-up
Assessed using items referenced from Albarqouni et al. (2018).
Time frame: Baseline, and 6 months follow-up
Measured using the Chinese Evidence-Based Practice Scales (Wang et al., 2012).
Ling-Yu Chien
Other
Applying Innovative Gamification Education in Evidence-Based Practice for Clinical Nurses
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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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