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Completed

NCT Number: NCT06786806

Gamified Infection Control Education for Nursing Students: Effects on Self-Efficacy, Motivation, and Learning Outcomes

Infection control is a critical component of nursing education, ensuring the safety of patients and healthcare workers. Gamification, which integrates game-based principles into educational activities, has emerged as a promising approach to improve student engagement, motivation, and learning outcomes in healthcare education. This study aimed to evaluate the impact of a gamified infection control education program on cognitive achievement, academic self-efficacy, and learning motivation among first-year nursing students. The study employed a randomized controlled trial design involving 60 first-year nursing students from a private university in Turkey. Participants were randomly assigned to an intervention group (n=30) or a control group (n=30). The intervention group participated in a four-week Gamified Infection Control Program featuring physical games, case studies, and escape rooms. The control group received traditional lecture-based instruction. Data were collected using validated instruments, including the Infection Control Cognitive Achievement Measurement Questions Form, the Academic Nurse Self-Efficacy Scale (ANSES), and the Learning Motivation Scale in Higher Education (EMAPRE-U). Statistical analyses included t-tests, Mann-Whitney U tests, and regression analyses.

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Key information

Conditions

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Lokman Hekim University

Ankara, 06100, Turkey (Türkiye)

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • First-year nursing students enrolled in a nursing program
  • Students who have not previously completed formal infection control training
  • Students who are willing to participate in the study and provide informed consent

Exclusion criteria

  • Students with prior knowledge or certification in infection control practices
  • Students who are unable to attend the full four-week program due to scheduling conflicts
  • Students with any medical or psychological condition that would prevent full participation in study activities

Treatment and study plan

Gamified Infection Control Education Program

Other

A four-week educational program integrating gamification techniques such as physical games, case studies, and escape rooms to teach infection control practices.Designed to enhance engagement, learning motivation, and cognitive achievement among nursing students.

Traditional Lecture-Based Instruction

Other

Standard didactic teaching method focusing on infection control principles without incorporating gamification. Served as the comparator to evaluate the effectiveness of the gamified program.

Primary outcomes

  1. Cognitive Achievement in Infection Control

    Time frame: Assessed immediately after the four-week intervention.

    Improve cognitive understanding of infection control principles, including sterilization and sepsis practices. The investigators used the Infection Control Cognitive Achievement Measurement Questions Form as the measurement tool. Each question has a single correct answer. Each correct answer is worth one point, and higher total scores reflect higher levels of The Infection Control Cognitive Achievement Measurement. The lowest total score is '0' and the highest total score is '100'.

Secondary outcomes

  1. Learning Motivation

    Time frame: Assessed immediately after the four-week intervention.

    Change in learning motivation levels among nursing students. The investigators used the Learning Motivation Scale in Higher Education as the measurement tool. Participants select their level of agreement about (item) using a Likert scale ranging from 1 (disagree) to 3 (agree). Higher scores reflect higher motivation to learn. The lowest total score is '23' and the highest total score is '69'.

  2. Academic Self-Efficacy

    Time frame: Assessed immediately after the four-week intervention.

    Change in students' confidence in their academic abilities related to infection control. The investigator used the Academic Nurse Self-Efficacy Scale as the measurement tool. Participants respond to the prompt, "How confident are you about (item)?" using a Likert scale ranging from 1 (very little confidence) to 5 (completely confident). Higher scores reflect greater levels of academic self-efficacy. The lowest total score is '14' and the highest total score is '70'.

Sponsors and collaborators

Lead sponsor

Lokman Hekim University

Other Gov

Registry information

Official study title

The Impact of Gamified Infection Control Education on Academic Self-Efficacy, Learning Motivation, and Cognitive Achievement in Nursing Students: A Randomized Controlled Trial

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Jan 22, 2025
Registry last updated
Jan 22, 2025

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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