School of Nursing, China Medical University
Shenyang, Liaoning, 110122, China
Location status: Recruiting
NCT Number: NCT06991621
Goal of this interventional study
The purpose of this research is to investigate the effects of a scenario-based puzzle educational game on death anxiety and meaning in life among nursing students. It aims to answer the following key questions:
Can the scenario-based puzzle educational game enhance nursing students' sense of meaning in life?
Can the scenario-based puzzle educational game reduce death anxiety in nursing students?
What are nursing students' experiences and perceptions of this educational game?
Study design Researchers will compare the intervention group (participating in the game) with a control group (receiving death education manuals) to evaluate the effectiveness of the game-based intervention.
Participants will:
Be recruited through campus posters
Be randomly assigned to either the intervention or control group and complete baseline questionnaires
In the control group: Receive death education manuals twice weekly for 3 weeks
In the intervention group: Participate in group sessions (5 students per group) to play the scenario-based puzzle game twice weekly for 3 weeks
Complete follow-up questionnaires and participate in qualitative interviews regarding their experiences with manual-based education or the game intervention after the 3-week intervention period
Interested in participating?
Request Info18 month and older
All sexes
Interventional
Not applicable
Shenyang, Liaoning, 110122, China
Location status: Recruiting
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Scenario-based puzzle game sessions (group format)
Standardized death education manual distribution
Time frame: Week 0, Week 3
A 15-item self-report scale developed by psychologist Templer (1967/1970) measuring death-related distress.
Dimensions: Affective (Items 1,3,10,13,14), Stress/Pain (Items 4,5,6,9,11), Time Awareness (Items 8,12), Cognitive (Items 2,7,15)
Scoring: Dichotomous (Yes/No) with 9 forward-scored and 6 reverse-scored items (Items 2,3,5,6,7,16*). Total score range: 0-15 (higher = greater anxiety).
Reliability: Test-retest reliability (3-week) = 0.83; KR-20 = 0.76 (original English version).
Time frame: Week 0, Week 3
A 10-item scale (Steger et al.) assessing two dimensions:
Presence of Meaning (5 items): Perceived life purpose
Search for Meaning (5 items): Active pursuit of meaning
Scoring: 7-point Likert (1="Strongly Disagree" to 7="Strongly Agree"). Higher scores indicate stronger meaning.
Reliability: Cronbach's α = 0.878 (total), 0.850 (Presence), 0.907 (Search)
Contact information is provided by the study sponsor or research team.
China Medical University, China
Other
Mechanisms and Design Framework Study of Gamified Education in Professional Identity Formation for Medical Undergraduates
Acronym: SPGI
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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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