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OpenTrials
Completed

NCT Number: NCT04859192

Gamified Flipped Class Room and Nursing Students' Skills Competency and Confidence

one of the primary components of effective teaching is student engagement and that engagement is critical for learning

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Key information

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Faculty of Nursing Mansoura University

Al Mansurah, Egypt

About this study

In order to increase motivation, it is necessary to eliminate the factors that create boredom and to transform the lectures into a more enjoyable environment. In recent years, the gamification strategy has been used in order to intrigue the students, and to increase their motivation for learning. Gamification is a system that implements game design components on out-of-game contexts and alters the subjects' behaviors.

Who can participate

Healthy volunteers accepted: No

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

Inclusion criteria

  • agree to participate.
  • Registered fundamental II in second semester year (2020-2021).
  • Have access to network at home.

Exclusion criteria

  • • Previously enrolled in fundamental II course

Treatment and study plan

gamified flipped classroom

Other

moodle will be gamified

Primary outcomes

  1. changes in students learning motivation score

    Time frame: will be measured at baseline and at the end of study (after 6 weeks)

    will be measured using instructional material motivation survey.It consists of four domains: attention, relevance, confidence, and satisfaction, with a total of 36 questions on a 5-point Likert scale

  2. change in skill practice confidence level

    Time frame: will be measured at baseline and at the end of study (after 6 weeks)

    confidence scale will be used to used to measure a student's confidence level related to skills performance

  3. change in nursing students funadamental skill competency

    Time frame: will be measured at baseline and at the end of study (after 6 weeks)

    will be measured using observation checklist. it consists of eiight checklist and each checklist cover different nursing procedure. The evaluation items will be rated on a 3-point Likert scale

  4. changes in students fundamental of nursing knowledge level

    Time frame: at baseline and three weeks and 6 weeks of study

    3 quizes,each composed of 20 questions. quiz 1 will measure students knowledge level at baseline on the first two procedures and quiz 2 and three will meassure knowledge level post implementation of gamified activitis after each three skills.

Secondary outcomes

  1. intensity of nursing skills preparation

    Time frame: will be measured at baseline and at the end of study (after 6 weeks)

    three items which cover how often participants watched the skill video

Sponsors and collaborators

Lead sponsor

Mansoura University

Other

Registry information

Official study title

Effect of Gamified Flipped Class Room on Facilitating Nursing Students' Skills Competency and Confidence

Important dates

Study start
2021
Primary completion
2021
Study completion
2022
First posted
Apr 26, 2021
Registry last updated
Apr 11, 2022

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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