Clinical trials: Gamification
Cerebral Palsy
ImGTS for Patients With Cerebral Palsy and With Mobility Limitations (Phase 2)
The proposed research project aims to answer the question "Are immersive technology systems effective in the rehabilitation management of pediatric patients with cerebral palsy and with mobility limitations?".
- Trial name
- NCT06100341
- Testing
- Virtual reality
- Where
- Philippines
- Volunteers
- 30 people
- Sponsor
- Augmented eXperience E-health Laboratory
Virtual Reality, Distraction
Assessing the Effect of Virtual Reality Gamification on Anxiety and Pain Management During Extraction of MIH-affected Lower First Permanent Molars in Pediatric Patients
The aim of this study was to evaluate the effectiveness of gamified virtual reality in reducing anxiety and pain during the extraction of lower first molars with MIH under local anaesthesia.
- Conditions
- Virtual Reality, Distraction, Gamification, Tooth Extraction
- Trial name
- VRGAMIFICATION (NCT06964451)
- Testing
- Extraction tooth
- Where
- Serbia
- Volunteers
- 56 people
- Sponsor
- Rasa Mladenovic
Melanoma (Skin), Skin Cancer
Leaderboard Influence on Self-Regulated Training in a Gamified Dermoscopy Training App
This study aims to examine the isolated effect of leaderboards (scoreboards) and daily training motivation on dermatology skill acquisition and training engagement within a gamified dermoscopy training platform.
- Trial name
- NCT06254547
- Testing
- Daily updated ranking on leaderboard, Daily motivational message
- Where
- Denmark
- Volunteers
- 150 people, healthy volunteers welcome
- Sponsor
- Herlev Hospital
Obesity
Gamification and Energetic Behavior Changes
Obesity [Body mass index (BMI kg/m2 ≥ 95th percentile)] affects 1 in 5 adolescents in the United States, with 13 million suffering from severe obesity (BMI ≥ 120% > 95th percentile or ≥ 35 mg/kg2).
- Trial name
- NCT03050840
- Testing
- Way to Health
- Where
- United States
- Volunteers
- 76 people, healthy volunteers welcome
- Sponsor
- Children's Hospital of Philadelphia
Cerebral Palsy
A Study Protocol for an Online Intervention to Promote School Engagement
Cerebral Palsy (CP) is a neurological, non-progressive, and permanent developmental disorder that mainly affects movement and posture, with a prevalence of 3 to 4 children per 1000 live births.
- Trial name
- NCT04247516
- Testing
- Online-intervention group I (IGI), Online-intervention group II (IGII)
- Where
- Portugal
- Volunteers
- 60 people
- Sponsor
- University of Minho
Physical Activity, Exercise
Mobile-Based Gamified Physical Activity in Secondary Education
Physical activity (PA) is critical for children's physical, psychological, social and cognitive health. The World Health Organisation (WHO) recommends that children aged 5-17 engage in 60 minutes of moderate-intensity physical…
- Conditions
- Physical Activity, Exercise, Gamification, Physical Fitness
- Trial name
- Gamification (NCT07653919)
- Testing
- Gamified Mobile Application, Physical Activity Program
- Where
- Turkey (Türkiye)
- Volunteers
- 54 people
- Sponsor
- Uludag University
Students, Nursing
Gamified Infection Control Education for Nursing Students: Effects on Self-Efficacy, Motivation, and Learning Outcomes
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…
- Trial name
- NCT06786806
- Testing
- Gamified Infection Control Education Program, Traditional Lecture-Based Instruction
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Lokman Hekim University
Pediatric Obesity, Childhood Obesity
Impact of a Playful Family Education Strategy With ICT on Childhood Obesity Prevention
The goal of this non-randomized quasi experimental clinical controlled trial is to evaluate the impact of a playful family education strategy reinforced by the use of communication technologies in childhood obesity.
- Conditions
- Pediatric Obesity, Childhood Obesity, Childhood Overweight
- Trial name
- NCT06486493
- Testing
- Playful Family Education Strategy
- Where
- Mexico
- Volunteers
- 200 people
- Sponsor
- Instituto Mexicano del Seguro Social
Menstrual Hygiene, Genital Hygiene Behaviors
Gamification Method on the Menstruation and Genital Hygiene Behaviors of Female Students
This quasi-experimental study aimed to evaluate the effect of a gamification-based educational intervention on menstruation and genital hygiene behaviors among female students.
- Conditions
- Menstrual Hygiene, Genital Hygiene Behaviors, Adolescent Health, Health Education
- Trial name
- NCT07370259
- Testing
- Gamified Training Program
- Where
- Turkey (Türkiye)
- Volunteers
- 77 people, healthy volunteers welcome
- Sponsor
- Lokman Hekim University
Digital Escape Room, Gamification
Effect of the MERCI Model in Gamified Disaster Midwifery Education
Midwives play important societal roles during the post-crisis transition and recovery phase. Specific guidelines regarding the roles and responsibilities of midwives, who constitute a significant majority among healthcare…
- Conditions
- Digital Escape Room, Gamification, Disaster, Midwifery Education
- Trial name
- NCT07090642
- Testing
- Gamified Disaster Midwifery Training (MERCI Model)
- Where
- Turkey (Türkiye)
- Volunteers
- 90 people, healthy volunteers welcome
- Sponsor
- Saglik Bilimleri Universitesi
High Risk for Eating Disorder, Eating Disorders in Adolescence
ACT to Prevent Eating Disorders: Evaluating a Gamified Prevention Program
Eating Disorders (ED) constitute a serious public health issue that affects predominantly women and appears typically in adolescence or early adulthood.
- Conditions
- High Risk for Eating Disorder, Eating Disorders in Adolescence, Acceptance Processes
- Trial name
- AcceptME (NCT03693911)
- Testing
- Acceptance and Commitment Therapy
- Where
- Cyprus
- Volunteers
- 92 people, healthy volunteers welcome
- Sponsor
- University of Cyprus
Midwifery Student
The Effect of Gamification-Based Instructional Design Developed
Turkish) Abstract: Purpose: Considering the importance of postpartum hemorrhage management in reducing preventable maternal deaths and the key role midwives play in providing this care, it is important to increase the knowledge…
- Trial name
- PPH-GamEd (NCT07207590)
- Testing
- web-based gamification application, control group: traditional classroom learning techniques
- Where
- Turkey (Türkiye)
- Volunteers
- 150 people, healthy volunteers welcome
- Sponsor
- Cukurova University
Patient Safety
The Effect of Patient Safety Escape Room on Nursing Students' Knowledge Level and Team Collaboration
The concept of patient safety first emerged more than two decades ago in research by practitioners applying different approaches to improve care in the areas they work in.
- Trial name
- NCT06608628
- Testing
- Experimental Group
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people
- Sponsor
- Karadeniz Technical University
Inflammatory Bowel Diseases, Anorectal Malformations
StoMakker Mobile Application
The goal of this clinical trial is to investigate if access to the StoMakker application will significantly improve health-related quality of life in children receiving surgery resulting in an ileostomy, colostomy or continent…
- Conditions
- Inflammatory Bowel Diseases, Anorectal Malformations, Spina Bifida, Ostomy
- Trial name
- StoMakker (NCT06065995)
- Testing
- StoMakker
- Where
- Netherlands
- Volunteers
- 30 people
- Sponsor
- Academisch Medisch Centrum - Universiteit van Amsterdam (AMC-UvA)
Intensive Care
Impact of the Save the Shame! Game on Advanced Life Support Knowledge
Gamification, listed by the European Resuscitation Council (ERC) as a learning process in its 2021 guidelines, is a new digital innovation tool that brings added value towards motivation that seems to reuse time in a creative…
- Trial name
- NCT05692375
- Where
- Portugal
- Volunteers
- 24 people
- Sponsor
- Centro Hospitalar de Vila Nova de Gaia/Espinho, E.P.E.
Education, Midwifery Education
Comparison of Gamification Approaches in Midwifery Education
The aim of this study is to compare the effects of puzzle-solving and Kahoot-based learning methods on learning motivation and gaming experience among second-year midwifery students, and to evaluate students' satisfaction levels…
- Conditions
- Education, Midwifery Education, Gameifaction
- Trial name
- NCT07256041
- Testing
- Puzzle, Kahoot
- Where
- Turkey (Türkiye)
- Volunteers
- 39 people, healthy volunteers welcome
- Sponsor
- Agri Ibrahim Cecen University
Gamified Learning, Gimkit
Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training
This randomized controlled trial aims to examine the effect of Gimkit-based game-enhanced learning on achievement motivation, academic performance, and game experience among first-year nursing students during respiratory system…
- Conditions
- Gamified Learning, Gimkit, Game Based Learning, Nursing Students
- Trial name
- NCT07309939
- Testing
- Gimkit Game-Based Learning
- Where
- Turkey (Türkiye)
- Volunteers
- 114 people, healthy volunteers welcome
- Sponsor
- Suleyman Demirel University
Neuromuscular Diseases in Children
Gamification Effects on the 6-Minute Walk Test in Children
The goal of this study is to learn if adding a game to the 6-minute walk test for children with neuromuscular disorders will increase enjoyment and motivation to complete the test.
- Trial name
- NCT07216339
- Testing
- Standard 6MWT, Gamified 6MWT
- Where
- United States
- Volunteers
- 20 people
- Sponsor
- David Toupin
Hiv, HIV/AIDS
AllyQuest: Engaging HIV+ YMSM in Care Through Social Networking and Gamification
AllyQuest is a novel, high impact secondary prevention intervention delivered via mobile phones to improve linkage and engagement in care among newly diagnosed HIV+ young men who have sex with men (YMSM).
- Trial name
- AQ (NCT03090958)
- Testing
- AllyQuest
- Volunteers
- 20 people
- Sponsor
- University of North Carolina, Chapel Hill
Nursing Education, Intramuscular Injection
Web-Based Gamified Simulation for Teaching Ventrogluteal Injection to First-Year Nursing Students
The goal of this study is to find out whether a web-based simulation with game features helps first-year nursing students learn how to give an injection into the muscle on the side of the hip, known as the ventrogluteal site.
- Trial name
- NCT07861750
- Testing
- Web-Based Gamified Simulation, Traditional Ventrogluteal Injection Training
- Volunteers
- 110 people, healthy volunteers welcome
- Sponsor
- Çankırı Karatekin University