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GamificationNCT07125131

Gamification-Enhanced Problem-Based Learning

A study testing Gamification-Enhanced Problem-Based Learning and Conventional didactic lecture (usual practice) in people with Gamification and Nursing Education, run by The University of Hong Kong at 1 site in Hong Kong.

Recruiting

Looking for participants now. Contact the study team or a site below to ask about taking part.

Sites and contacts
Official record
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Trial summary

The goal of this randomized controlled trial is to compare the effects of "Gamification-Enhanced Problem-Based Learning" and a lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence among nursing students of enrolled nurse in higher diploma education in Hong Kong. Read more about this study

Who is it for?
Ages 18 years and older
Conditions the study is for
Gamification, Nursing Education
What is being tested?
Gamification-Enhanced Problem-Based Learning and Conventional didactic lecture (usual practice)
Could I receive a placebo?
No, everyone receives an active treatment
How many people
100 participants
Where
1 siteHong Kong
Study dates
13 Dec 2024to 28 Feb 2026
Phase
Interventional
Are there results?
Not yet: the study is under way

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
  • No healthy volunteers
  • Adult, Older adult

Who may be able to join

  • aged 18 or above;
  • year 2 nursing students from full-time program;
  • education level post-secondary school or above;
  • consent given to participate voluntarily in this study;
  • participants who could read and write Chinese.

Who cannot join

  • healthcare working experience prior to enrollment into the undergraduate nursing program;
  • repeater.

Trial locations and contacts

1 site in 1 country. Contact the study team or a site near you to ask about taking part.

Wing Yee Tun, MNurs contact

852 29175919

elisatun@connect.hku.hk

Hong Kong1 site, 1 recruiting
  • School of Nursing, Hong Kong Sanatorium & Hospital

    Hong Kong, 852

    Wing Yee Tun, MNurs, 852 29175919, elisatun@connect.hku.hk

    Wing Yee Tun, MNurs

    Recruiting

Other trials in Hong Kong

About this study

Official title: Effects of "Gamification-Enhanced Problem-Based Learning" on Critical Thinking Disposition, Metacognitive Awareness and Clinical Competence Among Nursing Students in Hong Kong

The goal of this randomized controlled trial is to compare the effects of "Gamification-Enhanced Problem-Based Learning" and a lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence among nursing students of enrolled nurse in higher diploma education in Hong Kong. The main questions it aims to answer are:

  1. What is the level of critical thinking disposition, metacognitive awareness and clinical competence of nursing students of enrolled nurse in higher diploma education in Hong Kong?
  2. What is the relationship of clinical competence is related to critical thinking disposition and metacognitive awareness among nursing students of enrolled nurse in higher diploma education in HK?
  3. What are the effects of "Gamification-Enhanced Problem-Based Learning" and lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence among nursing students of enrolled nurse in higher diploma education in Hong Kong?

Participants will receive five sessions of "Gamification-Enhanced Problem-Based Learning" for five weeks.

Read the detailed description

A "Gamification-Enhanced Problem-Based Learning" will be provided to the nursing students in a face-to-face format in a local nursing school over five weeks. The duration of each session is 90 mins. The program will take place outside regular class teaching hours and does not contribute to any academic grade points.

The problem-based learning was gamified by designing five levels of authentic clinical cases with increasing difficulties were developed for the program to reflect the clinical situations in real life. Pre-reading materials, which are relevant to the clinical cases, will be given to the participants through an online learning platform one week before each session to support students' learning. The participants, randomly allocated in a group of 4-6 individuals, will work collaboratively to solve the clinical case presented. The process of problem-based learning will be facilitated by a nurse educator. Participants will be allowed to use digital devices e.g. iPad for online resources. Within the one-hour time limit, participants have to put their thinking into action through role-play in the nursing laboratory. The participants will randomly pick their roles e.g. patient's daughter, nurse-in-charge, wound care nurse, observer etc. A patient simulator will be act as a patient to ensure consistency for each group. Relevant medical equipment will be provided to further enhance the immersive experiences. A 20 mins debriefing session will be conducted to consolidate their learning and provide feedback. After completion of a case, a digital badge will be issued to the participants through the online learning platform.

The time used to solve each case will be recorded and converted into score, displaying in leaderboard each week in the online learning platform. The fastest group will be the winner of the program and a certificate of champion will be issued. For those participants who completed all cases will also be awarded a certificate of completion.

Being tested
Gamification-Enhanced Problem-Based Learning, Conventional didactic lecture (usual practice)
Keywords
gamification

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Gamification-Enhanced Problem-Based LearningOther

    An educational intervention combines principles of problem-based learning (PBL) with game design elements including scores, leaderboards, digital badges, challenges, immersive experiences, feedback and rewards into problem-based learning.

  • Conventional didactic lecture (usual practice)Other

    A didactic teaching approach in which course content is delivered to nursing students primarily through PowerPoint presentation by lecturer.

Study groups in NCT07125131
Study groupRoleWhat they receive
Gamification-Enhanced Problem-Based LearningExperimentalFive weekly gamification-enhanced problem-based learning program
Receives: Other: Gamification-Enhanced Problem-Based Learning
LectureOtherConventional teaching (didactic lectures) delivered by PowerPoint presentation
Receives: Other: Conventional didactic lecture (usual practice)

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Critical thinking disposition

    The critical thinking disposition will be measured by The California Critical Thinking Disposition Inventory (CCTDI). It is a 75-item scale tool with seven subscales: "Truth-seeking", "Open-mindedness", "Analyticity", "Systematicity", "Confidence in reasoning", "Inquisitiveness" and "Maturity of judgment".

    Measured: Baseline, immediate after the intervention at week 5, and one month after the completion of intervention at week 9

Secondary outcomes (2)
  1. Metacognitive awareness

    Metacognitive awareness will be measured by Metacognitive Awareness Inventory (MAI). It is a 52-item Likert scale tool with two subscales: "knowledge of cognition" (17 items) and "regulation of cognition" (35 items).

    Measured: Baseline, immediate after the intervention at week 5, and one month after the completion of intervention at week 9

  2. Clinical competence

    The clinical competence will be measured by the Nurse Professional Competence Scale Short Form (NPC Scale-SF). It is a 35-item Likert scale tool with six subscales: "Nursing Care", "Value-based Nursing Care", "Medical and Technical Care", "Care Pedagogics", "Documentation and Administration of Nursing Care", and "Development, Leadership, and Organization of Nursing Care".

    Measured: Baseline, immediate after the intervention at week 5, and one month after the completion of intervention at week 9

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted15 Aug 2025
  2. Study start13 Dec 2024
  3. Primary completion28 Feb 2026 (estimated)
  4. Study completion28 Feb 2026 (estimated)

Resources

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
100 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07125131
Sponsor's protocol ID
UW 24-673
Status last verified
Jul 2025
First submitted
8 Aug 2025
Last updated
15 Aug 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Gamification-Enhanced Problem-Based Learning and Conventional didactic lecture (usual practice) in people with Gamification and Nursing Education, run by The University of Hong Kong at 1 site in Hong Kong.

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 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: looking for participants now, as of the sponsor's last update on 15 Aug 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 Hong Kong. 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?

This study is still under way. Results are not available in the source record yet.

How can a doctor refer a patient or contact the research team?

Contact Wing Yee Tun, MNurs (852 29175919, elisatun@connect.hku.hk), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Critical thinking disposition (time frame: Baseline, immediate after the intervention at week 5, and one month after the completion of intervention at week 9). 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 Aug 2025.

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