Game-Based LearningNCT06850181
Gaming Experience and Learning Motivation of Students in Psychiatric Nursing Courses
A study testing game experience and learning motivation in people with Game-Based Learning and Nursing Students, run by Istanbul University at 1 site in Turkey (Türkiye).
Trial summary
This research is carried out by Dr Tuba Çömez İkican, Dr. Olga İncesu, Dr. Gizem Şahin Bayındır. In this research aimed to determine the effect of game-based applications in nursing education on students' game experience and learning motivation. Read more about this study
- Who is it for?
- Ages 18 years and olderHealthy volunteers can take part
- Conditions the study is for
- Game-Based Learning, Nursing Students, Nursing Education
- What is being tested?
- game experience and learning motivation
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 68 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 1 Nov 2024to 31 Dec 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 18 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- To be enrolled in Mental Health and Diseases Nursing course
- Not working as a part/full-time nurse
- To be 18 years of age or older,
- To agree to participate in the research,
- Continuing to attend lectures and laboratory applications
Who cannot join
- Be less than 18 years old,
- Not knowing how to read, write and speak Turkish,
- Having any cognitive, sensory and spiritual problems,
- Not willing to participate in the study.
Trial locations and contacts
1 site in 1 country.
About this study
Official title: "The Effect of Game-Based Practices on the Gaming Experience and Learning Motivation of Students in Psychiatric Nursing Courses"
This research is carried out by Dr Tuba Çömez İkican, Dr. Olga İncesu, Dr. Gizem Şahin Bayındır. In this research aimed to determine the effect of game-based applications in nursing education on students' game experience and learning motivation.
H1: 'Game-based practices significantly increase the game experiences of students taking psychiatric nursing course.' H2: 'Game-based practices significantly increase the learning motivation of students taking psychiatric nursing course.' The population of the study consisted of all 3rd year students (N=69) studying in a nursing faculty in Istanbul in the 2024-2025 academic year and taking the Mental Health and Diseases Nursing course. After the purpose of the study was explained, 68 students who gave written and verbal consent to participate in the study were included in the sample.
Read more
The research is a quasi-experimental research design with pre-test / post-test control.
Inclusion Criteria
- To be enrolled in Mental Health and Diseases Nursing course
- Not working as a part/full-time nurse
- To be 18 years of age or older,
- To agree to participate in the research,
- Continuing to attend lectures and laboratory applications
Data will be collected through the Personel Information Form, Gameful Experience Scale, Motivated Strategies for Learning Questionnaire. The personel information form was prepared by the researchers in line with the literature. Permission was obtained from the scale owners for the scales to be used in the study.
Institutional permission from Istanbul University School of Nusing and ethics committee approval (Number: 14.11.2024-1142952) from Istanbul University- Cerrahpasa Social and Human Sciences Research Ethics Committee obtained in order to conduct the study. Statistical analysis of research data will be done using a package program called SPSS (IBM SPSS Statistics 29). The expenses of the research will be covered by the researcher.
Read the detailed description
In recent years, the gaming experience has become an effective practice that contributes to individuals' cognitive and emotional development beyond mere entertainment. Game-based applications aim to enhance students' motivation, willingness to learn, and achievement levels while making education more engaging and enjoyable. Nursing students need to produce rapid and effective solutions when interacting with patients or making clinical decisions. Gaming experiences, particularly those focused on strategy and problem-solving themes, can improve such thinking skills and boost their motivation. Although studies using gamification methods in nursing education exist, no study has been found that evaluates game-based learning experiences or explores the relationship between game-based learning and willingness to learn. This research aims to determine the impact of game-based applications in nursing education on students' gaming experiences and their learning motivation.
In this research aimed to determine the effect of game-based applications in nursing education on students' game experience and learning motivation.
H1: 'Game-based practices significantly increase the game experiences of students taking psychiatric nursing course.' H2: 'Game-based practices significantly increase the learning motivation of students taking psychiatric nursing course.' The population of the study consisted of all 3rd year students (N=69) studying in a nursing faculty in Istanbul in the 2024-2025 academic year and taking the Mental Health and Diseases Nursing course. After the purpose of the study was explained, 68 students who gave written and verbal consent to participate in the study were included in the sample.
Dependent Variables: Game Playing Experience Scale score, Motivation and Learning Strategies Scale score Independent Variables: Sociodemographic characteristics of the participants
The research is a quasi-experimental research design with pre-test / post-test control.
Inclusion Criteria
- To be enrolled in Mental Health and Diseases Nursing course
- Not working as a part/full-time nurse
- To be 18 years of age or older,
- To agree to participate in the research,
- Continuing to attend lectures and laboratory applications
The study was conducted at Istanbul University Faculty of Nursing between November 2024 and December 2024.Data will be collected through the Personel Information Form, Gameful Experience Scale, Motivated Strategies for Learning Questionnaire. The personel information form was prepared by the researchers in line with the literature. Permission was obtained from the scale owners for the scales to be used in the study.
- Socio-Demographic Characteristics Form: This form consists of a total of 8 questions including sociodemographic characteristics developed by the researchers within the framework of the literature.
- Game Playing Experience Scale: The scale was developed by Eppman et al. in 2018 and Çömez et al. in 2024. Turkish validity and reliability was conducted by İkican et al. The scale, which aims to measure the participants' experiences about the game, consists of a total of 27 items and 5 sub-dimensions. A 5-point Likert scale is used in the evaluation of the scale. Items 18, 21, 22 and 23 in the scale are scored inversely ('Never' - 5, 'Rarely' - 4, 'Occasionally' - 3, 'Often' - 2 and 'Always' - 1). The internal consistency coefficient (cronbach alpha) of the scale was found to be 0.89.
- Motivation and Learning Strategies Scale: The scale was developed by Pintrich, Smith, Garcia, and McKeachie (1991) to measure 'the different learning strategies and motivational orientations that university students use towards a university course based on their self-reports'. The Turkish validity and reliability of the scale was conducted by Büyüköztürk, Akgün, Kahveci and Demirel in 2004. The scale consists of two parts: learning strategies scale and motivation scale. consists of the Motivation Scale. The part that will be used in this study is the Motivation Scale. The scale consists of internal goal organisation (4 items), external goal organisation (4 items), task value (6 items), self-efficacy related to learning and performance (8 items), self-efficacy related to learning control belief (4 items), test anxiety (5 items), and a total of 6 factors and 31 items. The scale is a 7-point Likert scale ranging from 'absolutely wrong for me (1)' to 'absolutely right for me (7)'.
In the study, the data collection process began after obtaining ethics committee approval and institutional permission. Nursing students who meet the inclusion criteria will be identified, and data will be collected twice as pre-test and post-test. The data collection process is as follows:
Pre-Gaming Experience: Before the intervention, the Socio-Demographic Characteristics Form, Gaming Experience Scale, and Motivation and Learning Strategies Scale will be administered as a pre-test to all students who provide written and verbal consent and meet the inclusion criteria.
Intervention: Over a total of 6 weeks, at the end of each mental health and psychiatric nursing class, questions related to the week's topic will be presented using an online assessment and evaluation tool (quiz program) with visual aids. During the first week of the lab program, a role-play exercise and its features will be explained, and a demonstration video will be shown to the students. For the following 5 weeks, students will be asked to perform group role-play activities based on assigned case scenarios.
Post-Intervention: At the end of the 6th week, the Gaming Experience Scale and Motivation and Learning Strategies Scale will be re-administered to the students as a post-test.
Institutional permission from Istanbul University School of Nusing and ethics committee approval (Number: 14.11.2024-1142952) from Istanbul University- Cerrahpasa Social and Human Sciences Research Ethics Committee obtained in order to conduct the study. Statistical analysis of research data will be done using a package program called SPSS (IBM SPSS Statistics 29). The expenses of the research will be covered by the researcher.
- Conditions
- Game-Based Learning, Nursing Students, Nursing Education, Motivation
- Being tested
- game experience and learning motivation
- Keywords
- Game-based learning, Nursing education, Learning motivation, Gaming experience, Undergraudate nursing student;
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
game experience and learning motivationBehavioural
game experience and learning motivation
| Study group | Role | What they receive |
|---|---|---|
| Experimental group | Experimental | Not described Receives: Behavioral: game experience and learning motivation |
What is being measured
The primary outcome is the main question the study is designed to answer.
Socio-Demographic Characteristics Form
Socio-Demographic Characteristics Form: This form consists of a total of 8 questions including sociodemographic characteristics developed by the researchers within the framework of the literature.
Measured: Baseline
Game Playing Experience Scale
Game Playing Experience Scale: The scale, which aims to measure the participants' experiences about the game, consists of a total of 27 items and 5 sub-dimensions.
Measured: Baseline
Motivation and Learning Strategies Scale
Motivation and Learning Strategies Scale: The scale was developed to measure 'the different learning strategies and motivational orientations that university students use towards a university course based on their self-reports'.
Measured: Baseline
Secondary outcomes (2)
Game Playing Experience Scale
Game Playing Experience Scale. The scale, which aims to measure the participants' experiences about the game, consists of a total of 27 items and 5 sub-dimensions.
Measured: 6 weeks
Motivation and Learning Strategies Scale
Motivation and Learning Strategies Scale: The scale was developed to measure 'the different learning strategies and motivational orientations that university students use towards a university course based on their self-reports'.
Measured: 6 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted27 Feb 2025
- Study start1 Nov 2024
- Primary completion4 Nov 2024
- Study completion31 Dec 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (2)Papers the sponsor has linked to this study.
- Other trials for Game-Based LearningStudies of the same condition, open and under way.
- More trials run by Istanbul UniversityThe sponsor's other registered studies.
- 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
- Basic science
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Enrolment
- 68 participants (actual)
Sponsor and investigators
- Lead sponsor
- Istanbul University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Tuba Çömez İkican, Istanbul University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06850181
- Sponsor's protocol ID
- 2024/565
- Status last verified
- Feb 2025
- First submitted
- 6 Feb 2025
- Last updated
- 27 Feb 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Publications
Del Blanco A, Torrente J, Fernandez-Manjon B, Ruiz P, Giner M. Using a videogame to facilitate nursing and medical students' first visit to the operating theatre. A randomized controlled trial. Nurse Educ Today. 2017 Aug;55:45-53. doi: 10.1016/j.nedt.2017.04.026. Epub 2017 May 9.
PubMed 285212491- Garrison, E., Colin, S., Lemberger, O., & Lugod, M. (2021). Interactive learning for nurses through gamification. JONA: The Journal of Nursing Administration, 51(2), 95-100. 2- Lee, M. D. (2016). Gamification and the psychology of game design in transforming mental health care. Journal of the American Psychiatric Nurses Association, 22(2), 134-136. 3- Zugai, J. S., Orr, F., & Levett-Jones, T. (2021). Online Gamified Quizzes in Undergraduate Mental Health Nursing Education: Thematic Analysis of Students' Qualitative Views. Issues in Mental Health Nursing, 1-5. 4- Zichermann, G. ve Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
Study at a glance
From the registry record, last updated by the sponsor on 27 Feb 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- "The Effect of Game-Based Practices on the Gaming Experience and Learning Motivation of Students in Psychiatric Nursing Courses"
- ClinicalTrials.gov ID
- NCT06850181
- Acronym / sponsor ID
- 2024/565
- Conditions
- Game-Based Learning, Nursing Students, Nursing Education, Motivation
- Keywords
- Game-based learning, Nursing education, Learning motivation, Gaming experience, Undergraudate nursing student;
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 68 participants (actual)
- Lead sponsor
- Istanbul UniversityUniversity, hospital or other
- Study start
- 1 Nov 2024 (actual)
- Primary completion
- 4 Nov 2024 (actual)
- Study completion
- 31 Dec 2024 (actual)
- First posted
- 27 Feb 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.
This research is carried out by Dr Tuba Çömez İkican, Dr. Olga İncesu, Dr. Gizem Şahin Bayındır. In this research aimed to determine the effect of game-based applications in nursing education on students' game experience and learning motivation.
H1: 'Game-based practices significantly increase the game experiences of students taking psychiatric nursing course.' H2: 'Game-based practices significantly increase the learning motivation of students taking psychiatric nursing course.' The population of the study consisted of all 3rd year students (N=69) studying in a nursing faculty in Istanbul in the 2024-2025 academic year and taking the Mental Health and Diseases Nursing course. After the purpose of the study was explained, 68 students who gave written and verbal consent to participate in the study were included in the sample.
The research is a quasi-experimental research design with pre-test / post-test control.
Inclusion Criteria
- To be enrolled in Mental Health and Diseases Nursing course
- Not working as a part/full-time nurse
- To be 18 years of age or older,
- To agree to participate in the research,
- Continuing to attend lectures and laboratory applications
Data will be collected through the Personel Information Form, Gameful Experience Scale, Motivated Strategies for Learning Questionnaire. The personel information form was prepared by the researchers in line with the literature. Permission was obtained from the scale owners for the scales to be used in the study.
Institutional permission from Istanbul University School of Nusing and ethics committee approval (Number: 14.11.2024-1142952) from Istanbul University- Cerrahpasa Social and Human Sciences Research Ethics Committee obtained in order to conduct the study. Statistical analysis of research data will be done using a package program called SPSS (IBM SPSS Statistics 29). The expenses of the research will be covered by the researcher.
Detailed description
In recent years, the gaming experience has become an effective practice that contributes to individuals' cognitive and emotional development beyond mere entertainment. Game-based applications aim to enhance students' motivation, willingness to learn, and achievement levels while making education more engaging and enjoyable. Nursing students need to produce rapid and effective solutions when interacting with patients or making clinical decisions. Gaming experiences, particularly those focused on strategy and problem-solving themes, can improve such thinking skills and boost their motivation. Although studies using gamification methods in nursing education exist, no study has been found that evaluates game-based learning experiences or explores the relationship between game-based learning and willingness to learn. This research aims to determine the impact of game-based applications in nursing education on students' gaming experiences and their learning motivation.
In this research aimed to determine the effect of game-based applications in nursing education on students' game experience and learning motivation.
H1: 'Game-based practices significantly increase the game experiences of students taking psychiatric nursing course.' H2: 'Game-based practices significantly increase the learning motivation of students taking psychiatric nursing course.' The population of the study consisted of all 3rd year students (N=69) studying in a nursing faculty in Istanbul in the 2024-2025 academic year and taking the Mental Health and Diseases Nursing course. After the purpose of the study was explained, 68 students who gave written and verbal consent to participate in the study were included in the sample.
Dependent Variables: Game Playing Experience Scale score, Motivation and Learning Strategies Scale score Independent Variables: Sociodemographic characteristics of the participants
The research is a quasi-experimental research design with pre-test / post-test control.
Inclusion Criteria
- To be enrolled in Mental Health and Diseases Nursing course
- Not working as a part/full-time nurse
- To be 18 years of age or older,
- To agree to participate in the research,
- Continuing to attend lectures and laboratory applications
The study was conducted at Istanbul University Faculty of Nursing between November 2024 and December 2024.Data will be collected through the Personel Information Form, Gameful Experience Scale, Motivated Strategies for Learning Questionnaire. The personel information form was prepared by the researchers in line with the literature. Permission was obtained from the scale owners for the scales to be used in the study.
- Socio-Demographic Characteristics Form: This form consists of a total of 8 questions including sociodemographic characteristics developed by the researchers within the framework of the literature.
- Game Playing Experience Scale: The scale was developed by Eppman et al. in 2018 and Çömez et al. in 2024. Turkish validity and reliability was conducted by İkican et al. The scale, which aims to measure the participants' experiences about the game, consists of a total of 27 items and 5 sub-dimensions. A 5-point Likert scale is used in the evaluation of the scale. Items 18, 21, 22 and 23 in the scale are scored inversely ('Never' - 5, 'Rarely' - 4, 'Occasionally' - 3, 'Often' - 2 and 'Always' - 1). The internal consistency coefficient (cronbach alpha) of the scale was found to be 0.89.
- Motivation and Learning Strategies Scale: The scale was developed by Pintrich, Smith, Garcia, and McKeachie (1991) to measure 'the different learning strategies and motivational orientations that university students use towards a university course based on their self-reports'. The Turkish validity and reliability of the scale was conducted by Büyüköztürk, Akgün, Kahveci and Demirel in 2004. The scale consists of two parts: learning strategies scale and motivation scale. consists of the Motivation Scale. The part that will be used in this study is the Motivation Scale. The scale consists of internal goal organisation (4 items), external goal organisation (4 items), task value (6 items), self-efficacy related to learning and performance (8 items), self-efficacy related to learning control belief (4 items), test anxiety (5 items), and a total of 6 factors and 31 items. The scale is a 7-point Likert scale ranging from 'absolutely wrong for me (1)' to 'absolutely right for me (7)'.
In the study, the data collection process began after obtaining ethics committee approval and institutional permission. Nursing students who meet the inclusion criteria will be identified, and data will be collected twice as pre-test and post-test. The data collection process is as follows:
Pre-Gaming Experience: Before the intervention, the Socio-Demographic Characteristics Form, Gaming Experience Scale, and Motivation and Learning Strategies Scale will be administered as a pre-test to all students who provide written and verbal consent and meet the inclusion criteria.
Intervention: Over a total of 6 weeks, at the end of each mental health and psychiatric nursing class, questions related to the week's topic will be presented using an online assessment and evaluation tool (quiz program) with visual aids. During the first week of the lab program, a role-play exercise and its features will be explained, and a demonstration video will be shown to the students. For the following 5 weeks, students will be asked to perform group role-play activities based on assigned case scenarios.
Post-Intervention: At the end of the 6th week, the Gaming Experience Scale and Motivation and Learning Strategies Scale will be re-administered to the students as a post-test.
Institutional permission from Istanbul University School of Nusing and ethics committee approval (Number: 14.11.2024-1142952) from Istanbul University- Cerrahpasa Social and Human Sciences Research Ethics Committee obtained in order to conduct the study. Statistical analysis of research data will be done using a package program called SPSS (IBM SPSS Statistics 29). The expenses of the research will be covered by the researcher.
Study design
- Primary purpose
- Basic science
- Allocation
- Not applicable
- Intervention model
- Single group
- Masking
- None (open label)
- Number of arms
- 1
| Arm | Type | Receives |
|---|---|---|
| Experimental group | Experimental | Behavioral: game experience and learning motivation |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (5 listed)
- To be enrolled in Mental Health and Diseases Nursing course
- Not working as a part/full-time nurse
- To be 18 years of age or older,
- To agree to participate in the research,
- Continuing to attend lectures and laboratory applications
Key exclusion criteria (4 listed)
- Be less than 18 years old,
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 |
|---|---|---|
| game experience and learning motivationgame experience and learning motivation | Behavioural | Experimental group |
Primary outcome
Socio-Demographic Characteristics Form
Time frame: Baseline
Socio-Demographic Characteristics Form: This form consists of a total of 8 questions including sociodemographic characteristics developed by the researchers within the framework of the literature.
Game Playing Experience Scale
Time frame: Baseline
Game Playing Experience Scale: The scale, which aims to measure the participants' experiences about the game, consists of a total of 27 items and 5 sub-dimensions.
Motivation and Learning Strategies Scale
Time frame: Baseline
Motivation and Learning Strategies Scale: The scale was developed to measure 'the different learning strategies and motivational orientations that university students use towards a university course based on their self-reports'.
2 secondary outcomes
Game Playing Experience Scale
Time frame: 6 weeks
Motivation and Learning Strategies Scale
Time frame: 6 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 27 Feb 2025.
- Results publication: PubMed 28521249Del Blanco A, Torrente J, Fernandez-Manjon B, Ruiz P, Giner M. Using a videogame to facilitate nursing and medical students' first visit to the operating theatre. A randomized controlled trial. Nurse Educ Today. 2017 Aug;55:45-53. doi: 10.1016/j.nedt.2017.04.026. Epub 2017 May 9.
- Results publication1- Garrison, E., Colin, S., Lemberger, O., & Lugod, M. (2021). Interactive learning for nurses through gamification. JONA: The Journal of Nursing Administration, 51(2), 95-100. 2- Lee, M. D. (2016). Gamification and the psychology of game design in transforming mental health care. Journal of the American Psychiatric Nurses Association, 22(2), 134-136. 3- Zugai, J. S., Orr, F., & Levett-Jones, T. (2021). Online Gamified Quizzes in Undergraduate Mental Health Nursing Education: Thematic Analysis of Students' Qualitative Views. Issues in Mental Health Nursing, 1-5. 4- Zichermann, G. ve Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Inc.
- Individual participant dataSharing planned: No
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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 game experience and learning motivation in people with Game-Based Learning and Nursing Students, run by Istanbul 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 5 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 27 Feb 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?
Socio-Demographic Characteristics Form (time frame: Baseline). 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 NCT06850181, which also lists 2 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 27 Feb 2025.