GamificationNCT05570799
Gamification and Augmented Reality in Mechanical Ventilation Teaching for Nursing Students
A study testing Augmented Reality and Kahoot game learning in people with Gamification and Augmented Reality, run by Damanhour University at 1 site in Egypt.
Trial summary
This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation. Read more about this study
- Who is it for?
- Ages 19 to 22 years
- Conditions the study is for
- Gamification, Augmented Reality
- What is being tested?
- Augmented Reality and Kahoot game learning
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 410 participants
- Where
- 1 siteEgypt
- Study dates
- 25 Oct 2022to 30 Dec 2022
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 19 to 22 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- Third-year nursing students enrolled in the course of Critical Care Nursing (I) for the first time;
- Smartphone owners and users; those who have internet access;
- Those who understood the goal and nature of the study and voluntarily agreed to participate
Who cannot join
- Prior experience in mechanical ventilation
- Refusal to participation
Trial locations and contacts
1 site in 1 country.
About this study
Official title: Effect of Using Gamification and Augmented Reality in Mechanical Ventilation Teaching on Nursing Students' Knowledge, Motivation, and Self-Efficacy: A Randomized Controlled Trial
This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.
Read the detailed description
A pretest-posttest, prospective, randomized controlled trial will be conducted. Random assignment will place participants in either the experimental group using augmented reality games or the control group using traditional lectures (control group).
- Preparation of Augmented Reality Models
- Mechanical ventilator handout will be developed by the authors. This handout will be including images of physiology of respiration, mechanical ventilator machines, ventilator graphs, and ventilator settings.
- An augmented reality (AR) mobile application with image based AR will be used by the participants in the experimental group. The three-dimensional (3D) virtual models and images will be shown in the AR handout, and the participants could display the objects on the mobile screen with the use of a marker on the page of the AR handout using the camera in the mobile app.
- Preparation of Kahoot Game
- A teacher account was constructed on Kahoot after signing up at "https://kahoot.com".
- A Kahoot quiz with 20 multiple-choice questions and pictures will be constructed at "https://create.kahoot". Only one correct option will be possible for each of the 20 questions.
- When a quiz is created and opened in "Kahoot".
- The students access to Kahoot within the classical game mode (Player vs Player "1:1 Devices").
- A typical session of Kahoot involves 200 students playing the game.
- Once each teaching unit is completed, students will be asked to actively participate in the classroom using Kahoot.
- Once all of the players' names have appeared on the screen, the teacher presses "START" to begin the quiz.
- Students' responses and the scores' calculation will be automatically stored in the database.
- After the test is finished, a report of the results will be created and made available for download to the researcher.
Data Collection Procedure
The study will be conducted between October 20, 2022 and December 30, 2022.
- The students in experimental group received a 30 minutes augmented reality games training for mechanical ventilator using a 3D images and videos.
- The control group will be learned with the traditional materials in which the teacher will give online lectures regarding the mechanical ventilation utilizing PowerPoint presentation through Microsoft Teams platform.
- The self-administered questionnaires of knowledge, self-efficacy and motivation survey will take 15 minutes to complete for each participant via an online form. The pretest for both groups will be administered on the first day of the study, and the post-test will be administered immediately after and after three weeks of the intervention.
- Three weeks after the baseline measurements, knowledge, self-efficacy and Motivation Survey will be assessed again.
- Conditions
- Gamification, Augmented Reality
- Being tested
- Augmented Reality and Kahoot game learning
- Keywords
- Gamification, Augmented reality, knowledge, self-Efficacy, motivation, Mechanical Ventilation Teaching, Critical Care Nursing
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Augmented Reality and Kahoot game learningOther
- An augmented reality (AR) mobile application with image based will be used by the participants in the experimental group.
- Also, students will participate in Kahoot game. Students will participate in the game using their own devices by going to https://kahoot on their phones and entering their password and password.
| Study group | Role | What they receive |
|---|---|---|
| Control group | No intervention | No augmented reality or Kahoot game-based learning group (traditional lectures group) |
| Experimental group | Experimental | Augmented reality learning and Kahoot game group Receives: Other: Augmented Reality and Kahoot game learning |
What is being measured
The primary outcome is the main question the study is designed to answer.
Mechanical ventilation knowledge test
It is a self-administered questionnaire that will be developed and used to assess students. The knowledge questionnaire contained 20 multiple choice questions
Measured: through study completion, an average of 4 weeks
Self-efficacy
It was created using a five-step nursing process: clinical nursing skill assessment, problem diagnosis, clinical nursing skill preparation, skills performance, and evaluation.
Measured: through study completion, an average of 4 weeks
Motivation Survey
Learning motivation was evaluated using a tool based on the Instructional Materials Motivation Scale (IMMS). The IMMS will be utilized to measure motivation-related problems in the self-directed learning of students.
Measured: through study completion, an average of 4 weeks
Secondary outcomes (1)
Students' opinions
To investigate students' opinions on game based learning strategy, a survey consisting of 4 items was conducted at the end of the retention test: ''To what extent were you motivated to learn? To what extent did you gain knowledge on mechanical ventilation? Did you find the mechanical ventilation game or lecture interesting? Did you enjoy the mechanical ventilation game or lecture?'' The first 2 items are rated on a 5-point Likert-scale from 1 (strongly disagree) to 5 (strongly agree), the last 2 items are answered with yes or no.
Measured: through study completion, an average of 4 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted7 Oct 2022
- Study start25 Oct 2022
- Primary completion25 Dec 2022
- Study completion30 Dec 2022
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (4)Papers the sponsor has linked to this study.
- Other trials for GamificationStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind
- Who is masked
- Investigator, Outcomes assessor
- Enrolment
- 410 participants (actual)
Sponsor and investigators
- Lead sponsor
- Damanhour University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Sahar Younes, Damanhour University
- Investigators
- Sahar Y Othman, Ass. Prof., Principal investigator, Faculty of Nursing, Damanhour University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05570799
- Sponsor's protocol ID
- AR and Game based learning
- Status last verified
- Jan 2023
- First submitted
- 1 Oct 2022
- Last updated
- 9 Jan 2023
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Publications
Barsom EZ, Graafland M, Schijven MP. Systematic review on the effectiveness of augmented reality applications in medical training. Surg Endosc. 2016 Oct;30(10):4174-83. doi: 10.1007/s00464-016-4800-6. Epub 2016 Feb 23.
PubMed 26905573Muangpoon T, Haghighi Osgouei R, Escobar-Castillejos D, Kontovounisios C, Bello F. Augmented Reality System for Digital Rectal Examination Training and Assessment: System Validation. J Med Internet Res. 2020 Aug 13;22(8):e18637. doi: 10.2196/18637.
PubMed 32788146Felszeghy S, Pasonen-Seppanen S, Koskela A, Nieminen P, Harkonen K, Paldanius KMA, Gabbouj S, Ketola K, Hiltunen M, Lundin M, Haapaniemi T, Sointu E, Bauman EB, Gilbert GE, Morton D, Mahonen A. Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Med Educ. 2019 Jul 22;19(1):273. doi: 10.1186/s12909-019-1701-0.
PubMed 31331319Othman SY, Ghallab E, Eltaybani S, Mohamed AM. Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students' knowledge, motivation, and self-efficacy: A randomized controlled trial. Nurse Educ Today. 2024 Nov;142:106329. doi: 10.1016/j.nedt.2024.106329. Epub 2024 Aug 5.
PubMed 39116661
Study at a glance
From the registry record, last updated by the sponsor on 9 Jan 2023. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of Using Gamification and Augmented Reality in Mechanical Ventilation Teaching on Nursing Students' Knowledge, Motivation, and Self-Efficacy: A Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT05570799
- Acronym / sponsor ID
- AR and Game based learning
- Conditions
- Gamification, Augmented Reality
- Keywords
- Gamification, Augmented reality, knowledge, self-Efficacy, motivation, Mechanical Ventilation Teaching, Critical Care Nursing
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 410 participants (actual)
- Lead sponsor
- Damanhour UniversityUniversity, hospital or other
- Study start
- 25 Oct 2022 (actual)
- Primary completion
- 25 Dec 2022 (actual)
- Study completion
- 30 Dec 2022 (actual)
- First posted
- 7 Oct 2022 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.
Detailed description
A pretest-posttest, prospective, randomized controlled trial will be conducted. Random assignment will place participants in either the experimental group using augmented reality games or the control group using traditional lectures (control group).
- Preparation of Augmented Reality Models
- Mechanical ventilator handout will be developed by the authors. This handout will be including images of physiology of respiration, mechanical ventilator machines, ventilator graphs, and ventilator settings.
- An augmented reality (AR) mobile application with image based AR will be used by the participants in the experimental group. The three-dimensional (3D) virtual models and images will be shown in the AR handout, and the participants could display the objects on the mobile screen with the use of a marker on the page of the AR handout using the camera in the mobile app.
- Preparation of Kahoot Game
- A teacher account was constructed on Kahoot after signing up at "https://kahoot.com".
- A Kahoot quiz with 20 multiple-choice questions and pictures will be constructed at "https://create.kahoot". Only one correct option will be possible for each of the 20 questions.
- When a quiz is created and opened in "Kahoot".
- The students access to Kahoot within the classical game mode (Player vs Player "1:1 Devices").
- A typical session of Kahoot involves 200 students playing the game.
- Once each teaching unit is completed, students will be asked to actively participate in the classroom using Kahoot.
- Once all of the players' names have appeared on the screen, the teacher presses "START" to begin the quiz.
- Students' responses and the scores' calculation will be automatically stored in the database.
- After the test is finished, a report of the results will be created and made available for download to the researcher.
Data Collection Procedure
The study will be conducted between October 20, 2022 and December 30, 2022.
- The students in experimental group received a 30 minutes augmented reality games training for mechanical ventilator using a 3D images and videos.
- The control group will be learned with the traditional materials in which the teacher will give online lectures regarding the mechanical ventilation utilizing PowerPoint presentation through Microsoft Teams platform.
- The self-administered questionnaires of knowledge, self-efficacy and motivation survey will take 15 minutes to complete for each participant via an online form. The pretest for both groups will be administered on the first day of the study, and the post-test will be administered immediately after and after three weeks of the intervention.
- Three weeks after the baseline measurements, knowledge, self-efficacy and Motivation Survey will be assessed again.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind (investigator, outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Control group | No intervention | –No augmented reality or Kahoot game-based learning group (traditional lectures group) |
| Experimental group | Experimental | Other: Augmented Reality and Kahoot game learningAugmented reality learning and Kahoot game group |
Who may qualify
- Ages
- 19 to 22 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (3 listed)
- Third-year nursing students enrolled in the course of Critical Care Nursing (I) for the first time;
- Smartphone owners and users; those who have internet access;
- Those who understood the goal and nature of the study and voluntarily agreed to participate
Key exclusion criteria (2 listed)
- Prior experience in mechanical ventilation
- Refusal to participation
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Augmented Reality and Kahoot game learning* An augmented reality (AR) mobile application with image based will be used by the participants in the experimental group. * Also, students will participate in Kahoot game. Students will participate in the game using their own devices by going to https://kahoot on their phones and entering their password and password. | Other | Experimental group |
Primary outcome
Mechanical ventilation knowledge test
Time frame: through study completion, an average of 4 weeks
It is a self-administered questionnaire that will be developed and used to assess students. The knowledge questionnaire contained 20 multiple choice questions
Self-efficacy
Time frame: through study completion, an average of 4 weeks
It was created using a five-step nursing process: clinical nursing skill assessment, problem diagnosis, clinical nursing skill preparation, skills performance, and evaluation.
Motivation Survey
Time frame: through study completion, an average of 4 weeks
Learning motivation was evaluated using a tool based on the Instructional Materials Motivation Scale (IMMS). The IMMS will be utilized to measure motivation-related problems in the self-directed learning of students.
1 secondary outcome
Students' opinions
Time frame: through study completion, an average of 4 weeks
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 9 Jan 2023.
- Background: PubMed 26905573Barsom EZ, Graafland M, Schijven MP. Systematic review on the effectiveness of augmented reality applications in medical training. Surg Endosc. 2016 Oct;30(10):4174-83. doi: 10.1007/s00464-016-4800-6. Epub 2016 Feb 23.
- Background: PubMed 32788146Muangpoon T, Haghighi Osgouei R, Escobar-Castillejos D, Kontovounisios C, Bello F. Augmented Reality System for Digital Rectal Examination Training and Assessment: System Validation. J Med Internet Res. 2020 Aug 13;22(8):e18637. doi: 10.2196/18637.
- Background: PubMed 31331319Felszeghy S, Pasonen-Seppanen S, Koskela A, Nieminen P, Harkonen K, Paldanius KMA, Gabbouj S, Ketola K, Hiltunen M, Lundin M, Haapaniemi T, Sointu E, Bauman EB, Gilbert GE, Morton D, Mahonen A. Using online game-based platforms to improve student performance and engagement in histology teaching. BMC Med Educ. 2019 Jul 22;19(1):273. doi: 10.1186/s12909-019-1701-0.
- Derived from this study: PubMed 39116661Othman SY, Ghallab E, Eltaybani S, Mohamed AM. Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students' knowledge, motivation, and self-efficacy: A randomized controlled trial. Nurse Educ Today. 2024 Nov;142:106329. doi: 10.1016/j.nedt.2024.106329. Epub 2024 Aug 5.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Sahar Y Othman, Ass. Prof. principal investigator
Faculty of Nursing, Damanhour University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Augmented Reality and Kahoot game learning in people with Gamification and Augmented Reality, run by Damanhour University at 1 site in Egypt.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 9 Jan 2023. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Egypt. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Mechanical ventilation knowledge test (time frame: through study completion, an average of 4 weeks). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT05570799, which also lists 4 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 9 Jan 2023.