GamificationNCT06344754
Gamification in Family Planning Education: Impact on University Students
A study testing Gamified Escape Room-Based Family Planning Education in people with Gamification and Reproductive Health, run by Lokman Hekim University at 1 site in Turkey (Türkiye).
Trial summary
Family planning education is an important component of sexual and reproductive health education for young people. Innovative educational approaches, including gamification, may support student engagement and learning in family planning education. Read more about this study
- Who is it for?
- Any age, women onlyHealthy volunteers can take part
- Conditions the study is for
- Gamification, Reproductive Health, Family Planning
- What is being tested?
- Gamified Escape Room-Based Family Planning Education
- Type of treatment
- Pill or oral medicine, Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 38 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 15 Mar 2024to 15 May 2024
- Phase
- Interventional
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 Any age
- Women only
- Healthy volunteers accepted
- Child, Adult, Older adult
Who may be able to join
- Being a first-year undergraduate midwifery student Not having received formal family planning education before the study Voluntarily agreeing to participate in the study Having access to a smartphone or tablet suitable for completing the digital educational activity
Who cannot join
- Having previously received formal family planning education Declining to participate in the study
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effect of Family Planning Education Delivered With the Gamification Method on the Knowledge and Attitudes of University Students
Family planning education is an important component of sexual and reproductive health education for young people. Innovative educational approaches, including gamification, may support student engagement and learning in family planning education. This study examined changes in family planning knowledge and attitudes among first-year undergraduate midwifery students following participation in a gamified escape room-based family planning educational activity. The study used a single-group quasi-experimental pretest-posttest design with a two-month follow-up. Participants completed a Genially-based digital escape room consisting of three progressively challenging levels. Family planning knowledge was assessed at baseline and immediately after the educational activity, while family planning attitudes were assessed at baseline, immediately after the activity, and at the two-month follow-up.
Read the detailed description
Location of the research: The study was conducted with first-year undergraduate midwifery students at Lokman Hekim University in Türkiye.
Study period and participants: The educational activity and immediate assessments were conducted in March 2024, and the follow-up assessment was conducted two months later, in May 2024. A total of 46 eligible first-year midwifery students who had not previously received formal family planning education were invited to participate. Eight students declined participation, and 38 students provided informed consent and constituted the final study sample.
Study design: The study used a single-group quasi-experimental pretest-posttest design with a two-month follow-up. Family planning knowledge was assessed at baseline and immediately after the educational activity. Family planning attitudes were assessed at baseline, immediately after the educational activity, and at the two-month follow-up.
Educational activity: Participants individually completed a Genially-based gamified digital escape room on family planning in a face-to-face classroom setting. The activity consisted of three progressively challenging levels and lasted approximately 20 minutes.
- Conditions
- Gamification, Reproductive Health, Family Planning, Students
- Being tested
- Gamified Escape Room-Based Family Planning Education
- Keywords
- gamification, family planning, university students, reproductive health
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamified Escape Room-Based Family Planning EducationBehavioural
Participants individually completed a Genially-based digital escape room on family planning using their own smartphones or tablets and headphones in a face-to-face classroom setting. The intervention consisted of three progressively challenging levels: Apprentice Planner, Journeyman Planner, and Master Planner. Activities included matching, true/false questions, and scenario-based tasks. Participants were required to answer correctly before progressing; incorrect responses prevented progression until the correct response was identified. Embedded clues were available within the digital environment. A digital badge was awarded after successful completion of each level, and participants received the "Master Planner" title after completing the final level. The activity lasted approximately 20 minutes.
| Study group | Role | What they receive |
|---|---|---|
| Experimental: Gamified Escape Room-Based Family Planning Education | Experimental | Participants received gamified family planning education through an individually completed, Genially-based digital escape room. The educational activity consisted of three progressively challenging levels covering family planning topics. Receives: Behavioral: Gamified Escape Room-Based Family Planning Education |
What is being measured
The primary outcome is the main question the study is designed to answer.
Family planning attitudes
Family planning attitudes were assessed using the Family Planning Attitude Scale (FPAS), a 34-item, 5-point Likert-type scale. Total scores range from 34 to 170, with higher scores indicating more positive attitudes toward family planning. The FPAS was administered at baseline, immediately after the gamified escape room-based educational activity, and at the two-month follow-up.
Measured: Baseline, immediately post-intervention, and two-month follow-up
Secondary outcomes (1)
Family Planning Knowledge
Family planning knowledge was assessed using a researcher-developed three-item Family Planning Knowledge Form. The items assessed knowledge regarding incorrect condom use, emergency contraception, and contraceptive misconceptions. Items were scored dichotomously as correct or incorrect. For the multiple-response item, a response was considered correct only when all correct options and no incorrect options were selected. Knowledge was assessed at baseline and immediately after the educational activity.
Measured: Baseline and immediately post-intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted3 Apr 2024
- Study start15 Mar 2024
- Primary completion15 May 2024
- Study completion15 May 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- 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
- Supportive care
- Allocation
- Not applicable
- Intervention model
- Single group
- Model description
- pre-test and post-test interventional study
- Masking
- None (open label)
- Enrolment
- 38 participants (actual)
Sponsor and investigators
- Lead sponsor
- Lokman Hekim University
- Sponsor type
- Other government
- Responsible party
- Principal investigator, Özlem Ülkü BULUT, Lokman Hekim University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06344754
- Sponsor's protocol ID
- gamifiedfamilyplanning
- Status last verified
- Sep 2026
- First submitted
- 22 Mar 2024
- Last updated
- 23 Sep 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: The study was planned as a one-group pretest-posttest quasi-experimental study with the aim of evaluating the effect of gamification education on the knowledge and attitudes of university students.