Akdeniz University Faculty of Nursing
Antalya, 07070, Turkey (Türkiye)
NCT Number: NCT07297628
This study aims to evaluate the effectiveness of a gamified learning strategy called "1 Concept-1 Minute" on nursing students' understanding of care concepts and their learning motivation. Conducted within the context of a Health Assessment course in a nursing education program, this quasi-experimental research investigates whether game-based learning methods enhance students' cognitive engagement and comprehension in clinical education. Given the global need for competent nursing professionals and the limitations in clinical placements, innovative, student-centered approaches such as this game are crucial to improving learning outcomes. The study is based on the Self-Determination Theory (SDT) framework to interpret motivational impacts.
Looking for future studies?
Notify Me18 year–65 year
All sexes
Interventional
Not applicable
Antalya, 07070, Turkey (Türkiye)
Knowledge and practice training is a fundamental component of healthcare courses. In this context, instructors are expected to foster professional thinking skills that support learning and exploration among students, provide opportunities to apply acquired knowledge, and equip them with the knowledge, skills, and attitudes necessary to manage various clinical situations. Within nursing programs, the Health Assessment course is a compulsory subject that focuses on collecting health data from patients to identify potential health problems. Therefore, in addition to learning normal and abnormal health conditions, students must also adequately understand prerequisite topics such as care and treatment in order to perform health assessments correctly.
Clinical education is a critical component of nursing training, integrating theoretical knowledge with practical skills. However, previous studies have highlighted various factors that negatively affect the acquisition of clinical competencies. These include limited clinical placement opportunities despite increasing student numbers, a shortage of nursing educators, student stress, insufficient integration of theory and practice, and the resulting anxiety and frustration.
Effective strategies are required to address the global nursing shortage, prevent academic underperformance, and enhance professional competence. Recent research has shown that gamification and serious games have the potential to improve the quality of healthcare professional education. Integrating game-based learning strategies can increase motivation and engagement. However, the exact impact of such approaches on nursing students remains unclear. This highlights the importance of the current study and the need for further research.
In this context, our study aims to identify, evaluate, and summarize the effectiveness of game-based approaches in nursing education in terms of student learning outcomes and perceptions. Although game-based learning plays a significant role in increasing motivation and engagement, the lack of a unified theory of gamification means that this research is not based on a specific theoretical framework. However, the Self-Determination Theory (SDT) is acknowledged to play a critical role in game design and gamified learning experiences.
A review of the literature reveals a limited number of studies focusing on the use of short, effective, and student-centered methods for teaching care concepts in nursing education. The aim of this study is to examine the effect of the "1 Concept-1 Minute" game on nursing students' understanding of care concepts and their learning motivation.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
This intervention is a game-based learning activity titled "1 Concept-1 Minute," designed for nursing students. At the end of each class session, students randomly select one care-related concept and are given one minute to explain it to their peers. The activity will be implemented over two weeks, with two sessions lasting two hours each (total 4 hours). The goal of the intervention is to reinforce students' understanding of care-related concepts, enhance their communication skills, and increase motivation through active learning.
Other names: Experimental Arm
Time frame: Measured immediately after the 2-week intervention period (4 hours total)
The Care Behavior Scale-30, a validated instrument assessing nursing care perceptions and behaviors, will be used to evaluate changes in participants' nursing care attitudes and behaviors before and after the intervention. The scale consists of 30 items scored on a 6-point Likert scale, with total scores ranging from 30 to 180. Higher scores indicate better care behavior.
Muş Alparslan University
Other
The Effect of the '1 Concept-1 Minute' Game on the Perception of Caring in Teaching Care: A Randomized Controlled Study
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.
Published trials that share one or more normalized conditions with this study.
NCT07663981
Attitude, Behavior
Isparta, Turkey (Türkiye)
View Trial DetailsNCT07592208
Education, Competency-Based, Physical Therapy
Bolu, Central, Turkey (Türkiye)
View Trial DetailsNCT07192406
Behavior, Masculinity
Subang, West Java, Indonesia
View Trial DetailsNCT07274839
Student
Zonguldak, Kozlu, Turkey (Türkiye)
View Trial Details