GamificationNCT07394907
The Effectiveness of Gamified Metaverse-Based Training on Patient Safety for Nursing Students
A study testing Gamified metaverse-based educational application in people with Gamification and Nursing Education, run by Baskent University at 1 site in Turkey (Türkiye).
Trial summary
Introduction: Patient safety issues, such as medication errors, healthcare-associated infections, unsafe surgical procedures, and diagnostic errors, can negatively impact the quality of healthcare and patient outcomes due to preventable risks. Read more about this study
- Who is it for?
- Any ageHealthy volunteers can take part
- Conditions the study is for
- Gamification, Nursing Education, Patient Safety
- What is being tested?
- Gamified metaverse-based educational application
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 60 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 30 Apr 2026to 30 Jun 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 Any age
- All sexes
- Healthy volunteers accepted
- Child, Adult, Older adult
Who may be able to join
- Voluntarily agreeing to participate in the research,
- Being a second-year undergraduate nursing student,
- Being able to understand and speak Turkish,
- Having healthy hearing, vision, and speech.
Who cannot join
- The student voluntarily wishing to withdraw from the study
- The student ceasing to use the metaverse space during the study period
- Filling out the survey form incompletely.
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Turkey (Türkiye)1 site, 1 recruiting
- Recruiting
Baskent University
Ankara, Ankara, 06790
Betul Sahin-Kilinc, +905543350343, betulsahin@baskent.edu.tr
About this study
Official title: The Effectiveness of Gamified Metaverse-Based Training on Patient Safety for Nursing Students: A Mixed Methods Study
Introduction: Patient safety issues, such as medication errors, healthcare-associated infections, unsafe surgical procedures, and diagnostic errors, can negatively impact the quality of healthcare and patient outcomes due to preventable risks. There is a need for innovative, interactive educational approaches to ensure the lasting acquisition of patient safety competencies in nursing students and to strengthen their transfer to the clinical environment. Aim: This study aims to evaluate the effect of gamified metaverse-based training on patient safety competencies in nursing students and to assess student opinions regarding metaverse-based training. Method: The research will be conducted using a mixed-methods design. The quantitative phase will be an experimental design including intervention and control groups, pre-test-post-test, and a one-month follow-up (retention test). The research will be conducted between February 2026 and May 2026 with second-year students studying in the Spring semester of 2025-2026 at Başkent University Nursing Department in Ankara. According to G*Power calculations, a minimum sample size of 52 was found; considering a possible 10% loss, the total sample size was planned as 60 students (intervention=30, control=30). All participants will take the Patient Safety Knowledge Level Test (pre-test) and the Patient Safety Competency Self-Assessment Tool before the training. This will be followed by 2 hours of traditional theoretical training on patient safety; the intervention group will also receive gamified metaverse-based training via Spatial.io for two weeks. Post-tests will be administered after the training and one month later. Data collection tools include the Demographic Information Form, the Patient Safety Knowledge Level Test, the Patient Safety Competency Self-Assessment Tool (PSCS), and focus group interviews to be conducted in the intervention group. Quantitative data will be analyzed through within-group and between-group comparisons; qualitative data will be analyzed using thematic analysis, and the findings will be interpreted holistically. Findings (Expected): Gamified metaverse-based training is expected to provide a greater increase in mean scores on the Patient Safety Knowledge Level Test (PSL) and total and sub-dimension scores (knowledge-skills-attitudes) of nursing students compared to the control group, and to support the retention of these results.
Conclusion: This study is expected to generate evidence regarding the effectiveness of gamified metaverse-based training in improving patient safety competencies in nursing education and to contribute to the structuring of patient safety training in a more integrated, student-centered, and sustainable manner.
- Being tested
- Gamified metaverse-based educational application
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamified metaverse-based educational applicationBehavioural
Students in the intervention group will receive gamified metaverse-based training.
| Study group | Role | What they receive |
|---|---|---|
| Gamified metaverse-based educational application | Experimental | Not described Receives: Behavioral: Gamified metaverse-based educational application |
| Traditional-based education practice | No intervention | Not described |
What is being measured
The primary outcome is the main question the study is designed to answer.
The Patient Safety Knowledge Level Test
The Patient Safety Knowledge Level Test, developed by Buldak and Tüzer (2025), will be administered as follows: a pre-test to determine students' current knowledge level regarding patient safety, a post-test (1) within one hour following the metaverse application, and a 1st retention test/post-test-2 one month later to measure the retention of learning. The Patient Safety Knowledge Level Test consists of 20 multiple-choice questions with 5 options each, related to patient safety knowledge. A minimum score of 0 and a maximum score of 100 are possible on this test. A higher score indicates an increased knowledge level.
Measured: Before the intervention, within 1 hour after the intervention, and one month after the intervention.
Patient Safety Competency Self-Evaluation Tool
The scale was developed to measure nursing students' knowledge, skills, and attitudes regarding patient safety through self-assessment, and its Turkish adaptation was done by Eskici et al. (2021). The multidimensional scale consists of 3 dimensions (Knowledge=6 items, Skills=21 items, Attitudes=14 items), 12 factors, and a total of 41 items; items are scored on a 5-point Likert scale according to the dimensions (Knowledge: 1=I have no knowledge-5=I know very well; Skills: 1=I cannot do it at all-5=I can do it very easily; Attitudes: 1=I strongly disagree-5=I strongly agree). Items 38 and 39 are reverse-scored, and evaluation is done based on total and sub-dimension/factor average scores due to the multidimensional nature of the scale; higher scores indicate better patient safety competence. The internal consistency of the Turkish form was found to be high (total Cronbach's alpha=0.941; sub-dimensions 0.642-0.932).
Measured: Before the intervention, within 1 hour after the intervention, and one month after the intervention.
Secondary outcomes (1)
Focus Group Interview Questions (interview)
Focus group interview questions, formulated by researchers based on the literature (Gülcan, 2021; Jeon et al., 2020; Verkuly et al., 2020) to collect qualitative data, will be used for data collected using the focus group interview technique. This form will be finalized after necessary adjustments are made based on expert opinions.
Measured: within 1 week after the intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted6 Feb 2026
- Study start30 Apr 2026 (estimated)
- Primary completion30 May 2026 (estimated)
- Study completion30 Jun 2026 (estimated)
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
- 60 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Baskent University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, BETUL SAHIN KILINC, Baskent University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07394907
- Sponsor's protocol ID
- 17162298600-374
- Status last verified
- Jan 2026
- First submitted
- 31 Jan 2026
- Last updated
- 30 Apr 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 30 Apr 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effectiveness of Gamified Metaverse-Based Training on Patient Safety for Nursing Students: A Mixed Methods Study
- ClinicalTrials.gov ID
- NCT07394907
- Acronym / sponsor ID
- 17162298600-374
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 60 participants (estimated)
- Lead sponsor
- Baskent UniversityUniversity, hospital or other
- Study start
- 30 Apr 2026 (estimated)
- Primary completion
- 30 May 2026 (estimated)
- Study completion
- 30 Jun 2026 (estimated)
- First posted
- 6 Feb 2026 (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.
Introduction: Patient safety issues, such as medication errors, healthcare-associated infections, unsafe surgical procedures, and diagnostic errors, can negatively impact the quality of healthcare and patient outcomes due to preventable risks. There is a need for innovative, interactive educational approaches to ensure the lasting acquisition of patient safety competencies in nursing students and to strengthen their transfer to the clinical environment. Aim: This study aims to evaluate the effect of gamified metaverse-based training on patient safety competencies in nursing students and to assess student opinions regarding metaverse-based training. Method: The research will be conducted using a mixed-methods design. The quantitative phase will be an experimental design including intervention and control groups, pre-test-post-test, and a one-month follow-up (retention test). The research will be conducted between February 2026 and May 2026 with second-year students studying in the Spring semester of 2025-2026 at Başkent University Nursing Department in Ankara. According to G*Power calculations, a minimum sample size of 52 was found; considering a possible 10% loss, the total sample size was planned as 60 students (intervention=30, control=30). All participants will take the Patient Safety Knowledge Level Test (pre-test) and the Patient Safety Competency Self-Assessment Tool before the training. This will be followed by 2 hours of traditional theoretical training on patient safety; the intervention group will also receive gamified metaverse-based training via Spatial.io for two weeks. Post-tests will be administered after the training and one month later. Data collection tools include the Demographic Information Form, the Patient Safety Knowledge Level Test, the Patient Safety Competency Self-Assessment Tool (PSCS), and focus group interviews to be conducted in the intervention group. Quantitative data will be analyzed through within-group and between-group comparisons; qualitative data will be analyzed using thematic analysis, and the findings will be interpreted holistically. Findings (Expected): Gamified metaverse-based training is expected to provide a greater increase in mean scores on the Patient Safety Knowledge Level Test (PSL) and total and sub-dimension scores (knowledge-skills-attitudes) of nursing students compared to the control group, and to support the retention of these results.
Conclusion: This study is expected to generate evidence regarding the effectiveness of gamified metaverse-based training in improving patient safety competencies in nursing education and to contribute to the structuring of patient safety training in a more integrated, student-centered, and sustainable manner.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Gamified metaverse-based educational application | Experimental | Behavioral: Gamified metaverse-based educational application |
| Traditional-based education practice | No intervention | – |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (4 listed)
- Voluntarily agreeing to participate in the research,
- Being a second-year undergraduate nursing student,
- Being able to understand and speak Turkish,
- Having healthy hearing, vision, and speech.
Key exclusion criteria (3 listed)
- The student voluntarily wishing to withdraw from the study
- The student ceasing to use the metaverse space during the study period
- Filling out the survey form incompletely.
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 metaverse-based educational applicationStudents in the intervention group will receive gamified metaverse-based training. | Behavioural | Gamified metaverse-based educational application |
Primary outcome
The Patient Safety Knowledge Level Test
Time frame: Before the intervention, within 1 hour after the intervention, and one month after the intervention.
The Patient Safety Knowledge Level Test, developed by Buldak and Tüzer (2025), will be administered as follows: a pre-test to determine students' current knowledge level regarding patient safety, a post-test (1) within one hour following the metaverse application, and a 1st retention test/post-test-2 one month later to measure the retention of learning. The Patient Safety Knowledge Level Test consists of 20 multiple-choice questions with 5 options each, related to patient safety knowledge. A minimum score of 0 and a maximum score of 100 are possible on this test. A higher score indicates an increased knowledge level.
Patient Safety Competency Self-Evaluation Tool
Time frame: Before the intervention, within 1 hour after the intervention, and one month after the intervention.
The scale was developed to measure nursing students' knowledge, skills, and attitudes regarding patient safety through self-assessment, and its Turkish adaptation was done by Eskici et al. (2021). The multidimensional scale consists of 3 dimensions (Knowledge=6 items, Skills=21 items, Attitudes=14 items), 12 factors, and a total of 41 items; items are scored on a 5-point Likert scale according to the dimensions (Knowledge: 1=I have no knowledge-5=I know very well; Skills: 1=I cannot do it at all-5=I can do it very easily; Attitudes: 1=I strongly disagree-5=I strongly agree). Items 38 and 39 are reverse-scored, and evaluation is done based on total and sub-dimension/factor average scores due to the multidimensional nature of the scale; higher scores indicate better patient safety competence. The internal consistency of the Turkish form was found to be high (total Cronbach's alpha=0.941; sub-dimensions 0.642-0.932).
1 secondary outcome
Focus Group Interview Questions (interview)
Time frame: within 1 week after the intervention
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 30 Apr 2026.
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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.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Gamified metaverse-based educational application in people with Gamification and Nursing Education, run by Baskent 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 4 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: looking for participants now, as of the sponsor's last update on 30 Apr 2026. 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?
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?
Each site lists its own contact: choose the nearest one under Trial locations. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
The Patient Safety Knowledge Level Test (time frame: Before the intervention, within 1 hour after the intervention, and one month after the intervention.). The study lists 2 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 30 Apr 2026.