GamificationNCT06380374
Gamification in Disaster Nursing Education
A study testing Gamification in Disaster Nursing Education in people with Gamification and Nursing Students, run by Selcuk University at 1 site in Turkey (Türkiye).
Trial summary
This research will be conducted as a randomized controlled study with a parallel design to evaluate the effectiveness of the disaster nursing training program prepared with a gamification strategy based on multiple intelligence theory for final-year public health nursing students. Read more about this study
- Who is it for?
- Any ageHealthy volunteers can take part
- Conditions the study is for
- Gamification, Nursing Students, Multiple Intelligence Theory
- What is being tested?
- Gamification in Disaster Nursing Education
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 72 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 9 May 2024to 4 Jun 2024
- 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 Any age
- All sexes
- Healthy volunteers accepted
- Child, Adult, Older adult
Who may be able to join
- Volunteering to participate in research,
- Enrollment in the Public Health Nursing course,
- Not being absent when the subject of disaster nursing is explained.
Who cannot join
- Not know to speak Turkish very well,
- Not volunteering for research,
- Being an international student,
- Working as a nurse or healthcare personnel.
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Selcuk University Faculty of Nursing
Konya, Selcuklu, 42000
About this study
Official title: Evaluation of the Effectiveness of the Program Prepared With Gamification Strategy Based on Multiple Intelligence Theory in Disaster Nursing Education: Randomized Control Study
This research will be conducted as a randomized controlled study with a parallel design to evaluate the effectiveness of the disaster nursing training program prepared with a gamification strategy based on multiple intelligence theory for final-year public health nursing students. Research hypothesis "H1a: The disaster nursing knowledge level of the students participating in the program, which is prepared with a Gamification Strategy Based on Multiple Intelligence Theory, differs from the control group. H1b: The perception of volunteering towards disaster nursing differs for the students included in the Program Prepared with Gamification Strategy Based on Multiple Intelligence Theory compared to the control group. H1c: The self-efficacy level of students involved in the Program Prepared with Gamification Strategy Based on Multiple Intelligences Theory regarding disaster nursing differs from the control group."
Read the detailed description
A national study on the subject was used to calculate the research sample size. A study conducted in Turkey determined that students who received training in disaster nursing had a 44% increase in their knowledge level compared to those who did not. In determining the sample size, this ratio is accepted as 95% power and 0.05 alpha level, and the required sample size in the Gpower 3.2 program is 60 people (30 experimental and 30 control). Sampling loss was stated as 17% in another study conducted on a similar population and a similar subject. Students enrolled in the Public Health Nursing course of Selçuk University Faculty of Nursing, the research area, will be evaluated according to the eligibility criteria. Then, the researchers (MK and LS-K) will receive the contact information of the students who meet the inclusion criteria, volunteer to participate in the study, and give consent. The topic of disaster nursing will be explained to all students enrolled in the course by the researcher (LS-K) in the classroom environment. Pre-tests will be taken from students attending the course on disaster nursing by the researchers (MK and LS-K). Randomization will be carried out by the researcher (D-KT), who does not have an active role in the research process. Students in the experimental and control groups will be hidden from the researchers (MK, LS-K, and M-D), who will carry out the application until it begins. The Program prepared for the students in the experimental group, based on the Gamification Strategy Based on Multiple Intelligence Theory, will be carried out face to face. Students in the experimental group will be on the playground. Students will attend the sessions in groups of 6. Each student will compete independently within the group, and each group will have a winner. A total of 30 questions will be encountered in each game round. The entire game process consists of 7 sessions, each expected to last approximately 30 minutes. Post-tests will be taken from the students after the game process is completed. The main result expected from the research is the change in students\' knowledge levels about disaster nursing services, their intentions to become volunteer disaster nurses, and their self-efficacy perceptions regarding disaster nursing.
- Being tested
- Gamification in Disaster Nursing Education
- Keywords
- Gamification, Nursing Students, Multiple Intelligence Theory, Disaster Nursing
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamification in Disaster Nursing EducationOther
Also called Gamification Group
The contact information of the students who meet the inclusion criteria will be collected by the researchers. The topic of disaster nursing will be explained to all students enrolled in the course by the researcher in the classroom environment. Pre-tests will be taken from students attending the course on disaster nursing. Randomization will be carried out by the researcher, who does not have an active role in the research process. Students in the experimental and control groups will be hidden from the researchers, who will conduct the application until it begins. The Program will be carried out face-to-face. Students in the experimental group will be on the playground. Students will attend the sessions in groups of 6. Each student will compete independently within the group, and each group will have a winner. Students will encounter a total of 30 questions in each game round. The entire game process consists of 7 sessions. After the game process is completed, post-tests will be taken.
| Study group | Role | What they receive |
|---|---|---|
| Gamification Group | Experimental | Program Prepared with Gamification Strategy Based on Multiple Intelligence Theory in Disaster Nursing Education Receives: Other: Gamification in Disaster Nursing Education |
| Control Group | No intervention | No intervention was be made to the students in the control group |
What is being measured
The primary outcome is the main question the study is designed to answer.
Level of knowledge related to disaster nursing services
Knowledge Evaluation Test: Evaluation questions consist of 30 multiple-choice questions and several matching questions. Researchers prepared knowledge assessment questions for disaster nursing education issues. A specification table and scope-matching method were used in its preparation. There is only one correct answer to each question. While creating the Knowledge Assessment Test, expert opinion was taken, and content validity was increased. An increase in the total score indicates that disaster knowledge is high.
Measured: From enrollment to the end of intervention at 4 weeks
Volunteer intention to become a disaster nurse
Two local and three international disaster events were selected to evaluate participants' willingness and perceived ability to respond to different disasters (Covid-19, February 6 Kahramanmaraş earthquake, Töhoku Earthquake and tsunami, Libya Daniel Hurricane and Kastamonu Flood disaster). Students were first asked to mark their willingness to volunteer among options ranging from (1) I am not volunteering, (4) I am volunteering, and then the level of confidence in their abilities, from (1) I am not confident to (4) I am definitely confident in their perceived abilities. The researchers prepared the questions based on the literature
Measured: From enrollment to the end of intervention at 4 weeks
Perception of self-efficacy related to disaster nursing
Disaster Response Self-Efficacy Scale. It consists of a total of 19 items and three sub-dimensions, and the answers were taken on a 5-point Likert scale (1=No self-confidence, 2=basically not self-confident, 3=Somewhat self-confident, 4=Basically self-confident, 5=Full self-confident.). A high score indicates high disaster response self-efficacy. The Cronbach alpha coefficient of the entire scale was determined as 0.96. Cronbach's alpha values for the three dimensions were determined as on-site rescue competence = 0.93, disaster psychological nursing competence = 0.93, and the nature of the role undertaken in the disaster and adaptation competence = 0.93. The three sub-dimensions explain 70.222% of the total variance.
Measured: From enrollment to the end of intervention at 4 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted23 Apr 2024
- Study start9 May 2024
- Primary completion4 Jun 2024
- Study completion4 Jun 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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 72 participants (actual)
Sponsor and investigators
- Lead sponsor
- Selcuk University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Mustafa KILIC, Selcuk University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06380374
- Sponsor's protocol ID
- 2024\01
- Status last verified
- Apr 2025
- First submitted
- 2 Apr 2024
- Last updated
- 15 Apr 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Study at a glance
From the registry record, last updated by the sponsor on 15 Apr 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Evaluation of the Effectiveness of the Program Prepared With Gamification Strategy Based on Multiple Intelligence Theory in Disaster Nursing Education: Randomized Control Study
- ClinicalTrials.gov ID
- NCT06380374
- Acronym / sponsor ID
- 2024\01
- Keywords
- Gamification, Nursing Students, Multiple Intelligence Theory, Disaster Nursing
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 72 participants (actual)
- Lead sponsor
- Selcuk UniversityUniversity, hospital or other
- Study start
- 9 May 2024 (actual)
- Primary completion
- 4 Jun 2024 (actual)
- Study completion
- 4 Jun 2024 (actual)
- First posted
- 23 Apr 2024 (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 research will be conducted as a randomized controlled study with a parallel design to evaluate the effectiveness of the disaster nursing training program prepared with a gamification strategy based on multiple intelligence theory for final-year public health nursing students. Research hypothesis "H1a: The disaster nursing knowledge level of the students participating in the program, which is prepared with a Gamification Strategy Based on Multiple Intelligence Theory, differs from the control group. H1b: The perception of volunteering towards disaster nursing differs for the students included in the Program Prepared with Gamification Strategy Based on Multiple Intelligence Theory compared to the control group. H1c: The self-efficacy level of students involved in the Program Prepared with Gamification Strategy Based on Multiple Intelligences Theory regarding disaster nursing differs from the control group."
Detailed description
A national study on the subject was used to calculate the research sample size. A study conducted in Turkey determined that students who received training in disaster nursing had a 44% increase in their knowledge level compared to those who did not. In determining the sample size, this ratio is accepted as 95% power and 0.05 alpha level, and the required sample size in the Gpower 3.2 program is 60 people (30 experimental and 30 control). Sampling loss was stated as 17% in another study conducted on a similar population and a similar subject. Students enrolled in the Public Health Nursing course of Selçuk University Faculty of Nursing, the research area, will be evaluated according to the eligibility criteria. Then, the researchers (MK and LS-K) will receive the contact information of the students who meet the inclusion criteria, volunteer to participate in the study, and give consent. The topic of disaster nursing will be explained to all students enrolled in the course by the researcher (LS-K) in the classroom environment. Pre-tests will be taken from students attending the course on disaster nursing by the researchers (MK and LS-K). Randomization will be carried out by the researcher (D-KT), who does not have an active role in the research process. Students in the experimental and control groups will be hidden from the researchers (MK, LS-K, and M-D), who will carry out the application until it begins. The Program prepared for the students in the experimental group, based on the Gamification Strategy Based on Multiple Intelligence Theory, will be carried out face to face. Students in the experimental group will be on the playground. Students will attend the sessions in groups of 6. Each student will compete independently within the group, and each group will have a winner. A total of 30 questions will be encountered in each game round. The entire game process consists of 7 sessions, each expected to last approximately 30 minutes. Post-tests will be taken from the students after the game process is completed. The main result expected from the research is the change in students\' knowledge levels about disaster nursing services, their intentions to become volunteer disaster nurses, and their self-efficacy perceptions regarding disaster nursing.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Gamification Group | Experimental | Other: Gamification in Disaster Nursing EducationProgram Prepared with Gamification Strategy Based on Multiple Intelligence Theory in Disaster Nursing Education |
| Control Group | No intervention | –No intervention was be made to the students in the control group |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (3 listed)
- Volunteering to participate in research,
- Enrollment in the Public Health Nursing course,
- Not being absent when the subject of disaster nursing is explained.
Key exclusion criteria (4 listed)
- Not know to speak Turkish very well,
- Not volunteering for research,
- Being an international student,
- Working as a nurse or healthcare personnel.
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 |
|---|---|---|
| Gamification in Disaster Nursing EducationAlso: Gamification GroupThe contact information of the students who meet the inclusion criteria will be collected by the researchers. The topic of disaster nursing will be explained to all students enrolled in the course by the researcher in the classroom environment. Pre-tests will be taken from students attending the course on disaster nursing. Randomization will be carried out by the researcher, who does not have an active role in the research process. Students in the experimental and control groups will be hidden from the researchers, who will conduct the application until it begins. The Program will be carried out face-to-face. Students in the experimental group will be on the playground. Students will attend the sessions in groups of 6. Each student will compete independently within the group, and each group will have a winner. Students will encounter a total of 30 questions in each game round. The entire game process consists of 7 sessions. After the game process is completed, post-tests will be taken. | Other | Gamification Group |
Primary outcome
Level of knowledge related to disaster nursing services
Time frame: From enrollment to the end of intervention at 4 weeks
Knowledge Evaluation Test: Evaluation questions consist of 30 multiple-choice questions and several matching questions. Researchers prepared knowledge assessment questions for disaster nursing education issues. A specification table and scope-matching method were used in its preparation. There is only one correct answer to each question. While creating the Knowledge Assessment Test, expert opinion was taken, and content validity was increased. An increase in the total score indicates that disaster knowledge is high.
Volunteer intention to become a disaster nurse
Time frame: From enrollment to the end of intervention at 4 weeks
Two local and three international disaster events were selected to evaluate participants' willingness and perceived ability to respond to different disasters (Covid-19, February 6 Kahramanmaraş earthquake, Töhoku Earthquake and tsunami, Libya Daniel Hurricane and Kastamonu Flood disaster). Students were first asked to mark their willingness to volunteer among options ranging from (1) I am not volunteering, (4) I am volunteering, and then the level of confidence in their abilities, from (1) I am not confident to (4) I am definitely confident in their perceived abilities. The researchers prepared the questions based on the literature
Perception of self-efficacy related to disaster nursing
Time frame: From enrollment to the end of intervention at 4 weeks
Disaster Response Self-Efficacy Scale. It consists of a total of 19 items and three sub-dimensions, and the answers were taken on a 5-point Likert scale (1=No self-confidence, 2=basically not self-confident, 3=Somewhat self-confident, 4=Basically self-confident, 5=Full self-confident.). A high score indicates high disaster response self-efficacy. The Cronbach alpha coefficient of the entire scale was determined as 0.96. Cronbach's alpha values for the three dimensions were determined as on-site rescue competence = 0.93, disaster psychological nursing competence = 0.93, and the nature of the role undertaken in the disaster and adaptation competence = 0.93. The three sub-dimensions explain 70.222% of the total variance.
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 15 Apr 2025.
- outcomes were used to determine sample sizeLink provided by the sponsor.
- Individual participant dataSharing planned: Undecided
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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.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Gamification in Disaster Nursing Education in people with Gamification and Nursing Students, run by Selcuk University at 1 site in Turkey (Türkiye).
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 4 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 15 Apr 2025. 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 Turkey (Türkiye). 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?
Level of knowledge related to disaster nursing services (time frame: From enrollment to the end of intervention at 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?
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 15 Apr 2025; AzTrials last refreshed its copy on 27 Oct 2026.