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Completed

NCT Number: NCT07728110

The Effect of Taboo Game-Based Reinforcement on Medication Instruction

Pharmacology courses are included in nursing curricula, and education on drug knowledge and drug administration is provided in basic nursing courses from the first year of education. However, research shows that students' knowledge of drugs is not at the desired level.

Today, in addition to classical methods, different methods are also used to evaluate information. Game-based approaches are frequently used in nursing for both learning and evaluating information. Escape rooms, digital games, simulation-based games, role-playing, puzzle games, and Kahoot are among the methods used in education . Studies have shown that when gamification is used in education and student evaluation, the recall of information is also at a better level.

This research aims to determine the effect of reinforcing nursing students' knowledge of frequently used medications in emergency departments with the Taboo game and the classic question-and-answer method on learning and information recall.

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Key information

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Siirt University

Siirt, Turkey (Türkiye)

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • Being a second-year nursing student
  • Participating in volunteer work
  • Knowing Turkish

Exclusion criteria

  • Wanting to quit the job

Treatment and study plan

Game

Other

Using taboo game

Question-and-answer method

Other

Using the question-and-answer method as reinforcement.

Primary outcomes

  1. Knowlegde test results

    Time frame: Baseline

    Knowledge Test (included 25 questions)

Secondary outcomes

  1. Knowlegde test results and scale results

    Time frame: Test was performed after the second intervention, with the two interventions administered one week apart

    Knowledge Test (included 25 questions on 100 points), Gameful Experience Scale (min:27, max:135) (for only game group), Satisfaction Survey with VAS (10 point)

Other outcomes

  1. Knowledge test (Follow-up test)

    Time frame: A retention test was performed one month after the second intervention, with the two interventions administered one week apart

Sponsors and collaborators

Lead sponsor

Ankara Medipol University

Other

Collaborators

  • Siirt University

Registry information

Important dates

Study start
2026
Primary completion
2026
Study completion
2026
First posted
Jul 27, 2026
Registry last updated
Jul 27, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

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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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