Ondokuz Mayis University
Samsun, Istanbul, Turkey (Türkiye)
NCT Number: NCT07584005
This study aims to evaluate the effectiveness of gamification (using interactive tools like Kahoot!) on nursing students' awareness and knowledge levels regarding medication safety. Medication errors are a significant concern in healthcare, and innovative educational methods are needed to improve patient safety. The research will compare the traditional teaching methods with a game-based learning approach to determine which is more effective in enhancing students' clinical skills and attention to safety protocols.
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Notify Me18 year and older
All sexes
Interventional
Not applicable
Samsun, Istanbul, Turkey (Türkiye)
Following the World Health Organization's (WHO) "Medication Without Harm" challenge and the Institute for Safe Medication Practices (ISMP) guidelines, this study focuses on reducing medication errors through innovative nursing education. The research is designed to measure how gamified learning modules influence the cognitive and practical competencies of nursing students.
The intervention group will participate in sessions incorporating gamification elements, such as competitive quizzes (Kahoot!), rewards, and interactive feedback, while the control group will receive standard lecture-based instruction. Data will be collected using pre-test and post-test knowledge assessments and medication safety awareness scales. The study seeks to provide evidence on whether digital gamification can be a sustainable and more engaging alternative to traditional nursing education models in the context of patient safety.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
This study aims to compare traditional education methods with a gamified learning approach (using Kahoot!) to enhance nursing students' knowledge and awareness of medication safety. Starting in the 8th week of the curriculum, the process ensures participant privacy through code names while collecting baseline data via personal information forms and pre-tests. Between weeks 9 and 12, both the experimental and control groups receive 12 hours of theoretical and 24 hours of laboratory instruction on medication errors. Following this core training, the experimental group participates in a 4-week gamification intervention featuring 20-question interactive sessions and class discussions in a separate environment to prevent contamination. The study concludes with a first post-test immediately after the intervention and a second post-test four weeks later to evaluate knowledge retention, finally providing the same gamified experience to the control group at the end of the semester to ensure edu
Time frame: Immediately after the 4-week gamification intervention
Total score obtained from the "Medication Error Knowledge Assessment Form". The scale evaluates students' theoretical and practical knowledge levels regarding medication safety protocols
Time frame: Four weeks after the completion of the intervention (Post-test 2/Retention test).
Assessment of the sustainability of the knowledge gained during the intervention, measured using the same assessment form to compare scores over time.
Ondokuz Mayıs University
Other
THE EFFECT OF GAMIFIED LEARNING ON KNOWLEDGE LEVELS REGARDING MEDICATION ERROR PREVENTION IN NURSING STUDENTS: AN EXPERIMENTAL STUDY
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