Students, NursingNCT06786806
Gamified Infection Control Education for Nursing Students: Effects on Self-Efficacy, Motivation, and Learning Outcomes
A study testing Traditional Lecture-Based Instruction in people with Students, Nursing, run by Lokman Hekim University at 1 site in Turkey (Türkiye).
Trial summary
Infection control is a critical component of nursing education, ensuring the safety of patients and healthcare workers. Gamification, which integrates game-based principles into educational activities, has emerged as a promising approach to improve student engagement, motivation, and learning outcomes in healthcare… Read more about this study
- Who is it for?
- Any ageHealthy volunteers can take part
- Conditions the study is for
- Students, Nursing
- What is being tested?
- Traditional Lecture-Based Instruction
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 60 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 18 Mar 2024to 20 Nov 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
- First-year nursing students enrolled in a nursing program
- Students who have not previously completed formal infection control training
- Students who are willing to participate in the study and provide informed consent
Who cannot join
- Students with prior knowledge or certification in infection control practices
- Students who are unable to attend the full four-week program due to scheduling conflicts
- Students with any medical or psychological condition that would prevent full participation in study activities
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Impact of Gamified Infection Control Education on Academic Self-Efficacy, Learning Motivation, and Cognitive Achievement in Nursing Students: A Randomized Controlled Trial
Infection control is a critical component of nursing education, ensuring the safety of patients and healthcare workers. Gamification, which integrates game-based principles into educational activities, has emerged as a promising approach to improve student engagement, motivation, and learning outcomes in healthcare education. This study aimed to evaluate the impact of a gamified infection control education program on cognitive achievement, academic self-efficacy, and learning motivation among first-year nursing students. The study employed a randomized controlled trial design involving 60 first-year nursing students from a private university in Turkey. Participants were randomly assigned to an intervention group (n=30) or a control group (n=30). The intervention group participated in a four-week Gamified Infection Control Program featuring physical games, case studies, and escape rooms. The control group received traditional lecture-based instruction. Data were collected using validated instruments, including the Infection Control Cognitive Achievement Measurement Questions Form, the Academic Nurse Self-Efficacy Scale (ANSES), and the Learning Motivation Scale in Higher Education (EMAPRE-U). Statistical analyses included t-tests, Mann-Whitney U tests, and regression analyses.
- Conditions
- Students, Nursing
- Being tested
- Gamified Infection Control Education Program, Traditional Lecture-Based Instruction
- Keywords
- Gamification, infection control, nursing student, academic success, self efficacy
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamified Infection Control Education ProgramOther
A four-week educational program integrating gamification techniques such as physical games, case studies, and escape rooms to teach infection control practices.Designed to enhance engagement, learning motivation, and cognitive achievement among nursing students.
Traditional Lecture-Based InstructionOther
Standard didactic teaching method focusing on infection control principles without incorporating gamification. Served as the comparator to evaluate the effectiveness of the gamified program.
| Study group | Role | What they receive |
|---|---|---|
| Intervention | Experimental | Participants who received the Gamified Infection Control Education Program. Receives: Other: Gamified Infection Control Education Program |
| Control | Other | Participants who received traditional lecture-based instruction. Receives: Other: Traditional Lecture-Based Instruction |
What is being measured
The primary outcome is the main question the study is designed to answer.
Cognitive Achievement in Infection Control
Improve cognitive understanding of infection control principles, including sterilization and sepsis practices. The investigators used the Infection Control Cognitive Achievement Measurement Questions Form as the measurement tool. Each question has a single correct answer. Each correct answer is worth one point, and higher total scores reflect higher levels of The Infection Control Cognitive Achievement Measurement. The lowest total score is '0' and the highest total score is '100'.
Measured: Assessed immediately after the four-week intervention.
Secondary outcomes (2)
Learning Motivation
Change in learning motivation levels among nursing students. The investigators used the Learning Motivation Scale in Higher Education as the measurement tool. Participants select their level of agreement about (item) using a Likert scale ranging from 1 (disagree) to 3 (agree). Higher scores reflect higher motivation to learn. The lowest total score is '23' and the highest total score is '69'.
Measured: Assessed immediately after the four-week intervention.
Academic Self-Efficacy
Change in students' confidence in their academic abilities related to infection control. The investigator used the Academic Nurse Self-Efficacy Scale as the measurement tool. Participants respond to the prompt, "How confident are you about (item)?" using a Likert scale ranging from 1 (very little confidence) to 5 (completely confident). Higher scores reflect greater levels of academic self-efficacy. The lowest total score is '14' and the highest total score is '70'.
Measured: Assessed immediately after the four-week intervention.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted22 Jan 2025
- Study start18 Mar 2024
- Primary completion18 May 2024
- Study completion20 Nov 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Students, NursingStudies 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
- Model description
- This study utilized a randomized controlled trial (RCT) design, where participants were randomly assigned to one of two groups. The intervention group (n=30) participated in a four-week Gamified Infection Control Education Program that included interactive components such as physical games, case studies, and escape rooms. In contrast, the control group (n=30) received traditional lecture-based instruction, serving as the comparator. This design aimed to evaluate the effectiveness of gamification in enhancing student engagement, motivation, and learning outcomes compared to standard educational methods.
- Masking
- None (open label)
- Enrolment
- 60 participants (actual)
Sponsor and investigators
- Lead sponsor
- Lokman Hekim University
- Sponsor type
- Other government
- Responsible party
- Principal investigator, Beratiye Oner, Lokman Hekim University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06786806
- Sponsor's protocol ID
- 2024071
- Status last verified
- Jan 2025
- First submitted
- 11 Jan 2025
- Last updated
- 22 Jan 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Publications
Oner B, Bulut OU, Oner N. Impact of Gamified Infection Control Education on Cognitive Achievement, Academic Self-Efficacy and Learning Motivation in Nursing Students: A Randomized Controlled Trial in Turkiye. Int J Nurs Pract. 2026 Apr;32(2):e70128. doi: 10.1111/ijn.70128.
PubMed 41807077
Study at a glance
From the registry record, last updated by the sponsor on 22 Jan 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Impact of Gamified Infection Control Education on Academic Self-Efficacy, Learning Motivation, and Cognitive Achievement in Nursing Students: A Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT06786806
- Acronym / sponsor ID
- 2024071
- Conditions
- Students, Nursing
- Keywords
- Gamification, infection control, nursing student, academic success, self efficacy
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 60 participants (actual)
- Lead sponsor
- Lokman Hekim UniversityOther government
- Study start
- 18 Mar 2024 (actual)
- Primary completion
- 18 May 2024 (actual)
- Study completion
- 20 Nov 2024 (actual)
- First posted
- 22 Jan 2025 (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.
Infection control is a critical component of nursing education, ensuring the safety of patients and healthcare workers. Gamification, which integrates game-based principles into educational activities, has emerged as a promising approach to improve student engagement, motivation, and learning outcomes in healthcare education. This study aimed to evaluate the impact of a gamified infection control education program on cognitive achievement, academic self-efficacy, and learning motivation among first-year nursing students. The study employed a randomized controlled trial design involving 60 first-year nursing students from a private university in Turkey. Participants were randomly assigned to an intervention group (n=30) or a control group (n=30). The intervention group participated in a four-week Gamified Infection Control Program featuring physical games, case studies, and escape rooms. The control group received traditional lecture-based instruction. Data were collected using validated instruments, including the Infection Control Cognitive Achievement Measurement Questions Form, the Academic Nurse Self-Efficacy Scale (ANSES), and the Learning Motivation Scale in Higher Education (EMAPRE-U). Statistical analyses included t-tests, Mann-Whitney U tests, and regression analyses.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
- Model description
- This study utilized a randomized controlled trial (RCT) design, where participants were randomly assigned to one of two groups. The intervention group (n=30) participated in a four-week Gamified Infection Control Education Program that included interactive components such as physical games, case studies, and escape rooms. In contrast, the control group (n=30) received traditional lecture-based instruction, serving as the comparator. This design aimed to evaluate the effectiveness of gamification in enhancing student engagement, motivation, and learning outcomes compared to standard educational methods.
| Arm | Type | Receives |
|---|---|---|
| Intervention | Experimental | Other: Gamified Infection Control Education ProgramParticipants who received the Gamified Infection Control Education Program. |
| Control | Other | Other: Traditional Lecture-Based InstructionParticipants who received traditional lecture-based instruction. |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (3 listed)
- First-year nursing students enrolled in a nursing program
- Students who have not previously completed formal infection control training
- Students who are willing to participate in the study and provide informed consent
Key exclusion criteria (3 listed)
- Students with prior knowledge or certification in infection control practices
- Students who are unable to attend the full four-week program due to scheduling conflicts
- Students with any medical or psychological condition that would prevent full participation in study activities
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 |
|---|---|---|
| Gamified Infection Control Education ProgramA four-week educational program integrating gamification techniques such as physical games, case studies, and escape rooms to teach infection control practices.Designed to enhance engagement, learning motivation, and cognitive achievement among nursing students. | Other | Intervention |
| Traditional Lecture-Based InstructionStandard didactic teaching method focusing on infection control principles without incorporating gamification. Served as the comparator to evaluate the effectiveness of the gamified program. | Other | Control |
Primary outcome
Cognitive Achievement in Infection Control
Time frame: Assessed immediately after the four-week intervention.
Improve cognitive understanding of infection control principles, including sterilization and sepsis practices. The investigators used the Infection Control Cognitive Achievement Measurement Questions Form as the measurement tool. Each question has a single correct answer. Each correct answer is worth one point, and higher total scores reflect higher levels of The Infection Control Cognitive Achievement Measurement. The lowest total score is '0' and the highest total score is '100'.
2 secondary outcomes
Learning Motivation
Time frame: Assessed immediately after the four-week intervention.
Academic Self-Efficacy
Time frame: Assessed immediately after the four-week intervention.
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 22 Jan 2025.
- Derived from this study: PubMed 41807077Oner B, Bulut OU, Oner N. Impact of Gamified Infection Control Education on Cognitive Achievement, Academic Self-Efficacy and Learning Motivation in Nursing Students: A Randomized Controlled Trial in Turkiye. Int J Nurs Pract. 2026 Apr;32(2):e70128. doi: 10.1111/ijn.70128.
- Individual participant dataSharing planned: No
Related trials for Students, Nursing
Not yet recruiting
The Effectiveness of Comic-based Learning Materials on Nursing Students' Knowledge, Attitudes, and Confidence in Dementia Care
Dementia Care Education, Students, Nursing
Not yet recruitingObservational study
AI-Based Model for Predicting Type 2 Diabetes Risk Using Lifestyle Factors Among Senior Nursing Students
Type 2 Diabetes Mellitus
Not yet recruiting
SELF-ASSESSMENT AND KNOWLEDGE LEVEL OF NURSING STUDENTS' PATIENT SAFETY COMPETENCY
Simulation Training, Nursing Education
Not yet recruiting
Compression-Only Versus Standard Basic Life Support Training in Nursing Students
Cardiopulmonary Resuscitation, Out-of-Hospital Cardiac Arrest
Not yet recruiting
The Effect of Happiness Workshops on Nursing Students' Levels of Psychological Resilience
Psychological Resilience, Nursing Students
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 Traditional Lecture-Based Instruction in people with Students, Nursing, run by Lokman Hekim 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 3 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 22 Jan 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?
Cognitive Achievement in Infection Control (time frame: Assessed immediately after the four-week intervention.). 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 NCT06786806, which also lists 1 linked publication.
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 22 Jan 2025.