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Completed

NCT Number: NCT07646236

Gamification Versus E-Learning for Electrocardiogram Education

This randomized controlled study aims to compare the effectiveness of a gamification educational method and an e-learning educational method for electrocardiogram (ECG) education. Nursing students and novice nurses are randomly assigned to either a gamified learning group or an e-learning group. The study evaluates whether the gamification approach improves ECG knowledge, learning confidence, and learning satisfaction compared with conventional e-learning instruction.

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Key information

Age range

18 year–65 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Tainan Municipal An-Nan Hospital, China Medical University

Tainan, Taiwan, 709

About this study

Electrocardiogram (ECG) interpretation is an essential competency for nursing students and novice nurses. Traditional educational approaches, including lecture-based and self-directed e-learning methods, may not fully engage learners or promote active participation. Gamification has emerged as an innovative educational strategy that incorporates game elements into learning activities to enhance motivation, engagement, and knowledge acquisition.

This randomized controlled study was conducted to compare the effectiveness of a gamification educational method with a conventional e-learning educational method for ECG education. Participants were assigned to either a gamification group or an e-learning group. The gamification intervention incorporated interactive learning activities designed to facilitate active participation and reinforce ECG learning concepts, whereas the comparison group received self-directed e-learning instruction.

The study was designed to evaluate whether gamification could improve learning outcomes and provide evidence for the application of innovative educational strategies in nursing education and clinical training programs.

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • Nursing students who completed medical-surgical nursing coursework
  • Newly graduated nurses undergoing clinical orientation
  • Able to understand study procedures
  • Willing to provide informed consent

Exclusion criteria

  • Previous participation in the study
  • Failure to complete study questionnaires
  • Declined participation

Treatment and study plan

Gamification Educational Method

Behavioral

Participants received electrocardiogram education through a self-directed e-learning educational method using online educational materials and instructional content.

E-learning Educational Method

Behavioral

Participants received electrocardiogram education through a self-directed e-learning educational method using online educational materials and instructional content.

Primary outcomes

  1. Electrocardiogram Knowledge Questionnaire Score

    Time frame: Immediately before and immediately after the intervention

    Measured using a 20-item electrocardiogram knowledge questionnaire. Scores range from 0 to 20, with higher scores indicating greater ECG knowledge.

Secondary outcomes

  1. Learning Confidence Scale Score

    Time frame: Baseline and immediately after completion of the educational intervention

    The Learning Confidence Score Scale consists of 5 questions, designed to measure a participant's confidence in interpreting ECGs and applying them clinically after completing an ECG course. A 0-100mm line is divided into 100 divisions, marked with a scale from 1 to 100, where 0 represents no confidence and 100 represents full confidence. The test subject quantifies their self-perceived visual score from 0 to 100.

  2. Learning Satisfaction Questionnaire Score

    Time frame: Immediately after completion of the educational intervention

    This questionnaire includes key evaluation points for teaching effectiveness, such as lesson planning, teaching material presentation, teaching strategies, teaching assessment, and teaching atmosphere. It comprises 13 questions and uses a Likert scale, with 1 point for "very dissatisfied" and 5 points for "very satisfied." The total score ranges from 13 to 65 points, with higher scores indicating higher course satisfaction.

Sponsors and collaborators

Lead sponsor

Taiwan Municipal An-Nan Hospital-China Medical University

Other

Registry information

Official study title

Comparing the Effectiveness of Gamification Educational Method and E-learning Educational Method

Important dates

Study start
2020
Primary completion
2020
Study completion
2020
First posted
Jun 12, 2026
Registry last updated
Jun 15, 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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