Clinical trials: Gamification
Students, Mental Health Issue
Effects of Active Gamification in Primary School Children
Active gamification, which incorporates game elements with physical interaction, is presented as an innovative strategy to address children's physical and mental health.
- Conditions
- Students, Mental Health Issue, Physical Condition
- Trial name
- NCT06849700
- Testing
- Active gamification
- Where
- Spain
- Volunteers
- 120 people
- Sponsor
- University of Jaén
Cardiopulmonary Resuscitation, Educational Problems
Continuous Chest Compressions Training Among Schoolchildren With Gamification in Brazil: a Pilot Study
This study employed a randomized cluster intervention design to evaluate differences in chest compression depth among children's groups, using active learning methodologies and serious game-based learning as part of the Kids Save…
- Trial name
- CSC (NCT06565767)
- Testing
- cardiopulmonary resuscitation quality
- Where
- Brazil
- Volunteers
- 336 people, healthy volunteers welcome
- Sponsor
- Hospital Israelita Albert Einstein
Alzheimer Disease, Dementia
Efficacy of Gamification in Enhancing User Engagement
As part of Phase II of the NIH SBIR grant, the study will conduct a randomized controlled clinical trial in which the MapHabit system's gamification is investigated to determine whether the assistive technology facilitates user…
- Conditions
- Alzheimer Disease, Dementia, Gamification, Assistive Technology
- Trial name
- NCT05422339
- Testing
- The MapHabit system (MHS)
- Where
- United States
- Volunteers
- 60 people
- Sponsor
- MapHabit, Inc.
Nursing Student, Pharmacology
An Escape Room for Nursing Students Taking Pharmacology Classes
The study was planned as a pre-test-post-test single-group, quasi-experimental design to evaluate the effects of the education provided with the escape room game on the level of autonomic nervous system drug knowledge and…
- Trial name
- NCT07073222
- Testing
- Escape room game
- Where
- Turkey (Türkiye)
- Volunteers
- 32 people, healthy volunteers welcome
- Sponsor
- Kahramanmaraş İstiklal University
Sexually Transmitted Diseases
The "Notijoves" Randomised Controlled
Background: Increase of sexually transmitted infections (STIs) as well as increased use of new information and communication technologies (ICTs) among young people in Catalonia triggers the idea of designing a mobile phone…
- Trial name
- notijoves (NCT03986567)
- Testing
- gamification for partner notification among youngsters
- Where
- Spain
- Volunteers
- 416 people
- Sponsor
- Fundacio d'Investigacio en Atencio Primaria Jordi Gol i Gurina
Knowledge of Infection Control, Attitude of Infection Control
Effectiveness of Board Game on Improving Elementary School Students' Infection Control
The goal of this clinical trial is to learn if board game can improve elementary school students' infection control intentions. The investigators use the theory of planned behavior (TPB), which includes three main factors…
- Conditions
- Knowledge of Infection Control, Attitude of Infection Control, Behavioral Intentions of Infection Control
- Trial name
- NCT06402227
- Testing
- gamified instruction, conventional lesson lecture
- Where
- Taiwan
- Volunteers
- 310 people, healthy volunteers welcome
- Sponsor
- HU, HUEY-LAN
Nursing Caries, Pressure Injuries
Virtual Escape Room Game About Medical Device in Nurses
The research was planned as a pre-test-post-test single-group, quasi-experimental design in order to develop a web-based digital education game to improve nurses' knowledge level on pressure injuries related to medical devices…
- Trial name
- NCT07081490
- Testing
- Virtual Escape Room Game
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Kahramanmaraş İstiklal University
Duchenne Muscular Dystrophy (DMD)
DMD and Gamified Physiotherapy
Duchenne Muscular Dystrophy (DMD) is a progressive neuromuscular disease that limits children's physical function, mobility, and participation in daily life.
- Trial name
- Gamified DMD (NCT07368400)
- Testing
- Gamified Mobile Physiotherapy Exercise Application, Standard Home Exercise Instructions
- Volunteers
- 46 people
- Sponsor
- Başak Çağla Arslan
Gamification, Nursing Education
The Effectiveness of Gamified Metaverse-Based Training on Patient Safety for Nursing Students
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…
- Conditions
- Gamification, Nursing Education, Patient Safety, Mixed Method Implementation Study
- Trial name
- NCT07394907
- Testing
- Gamified metaverse-based educational application
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Baskent University
Type 1 Diabetes Mellitus
Gamification Intervertion in Children With Type 1 Diabetes
Objective: This study aims to examine the effect of education provided through gamification methods on health literacy and quality of life in children diagnosed with type 1 diabetes (T1DM).
- Trial name
- NCT07409701
- Testing
- Gamification
- Where
- Turkey (Türkiye)
- Volunteers
- 52 people
- Sponsor
- KTO Karatay University
Pressure Ulcers, Bedsores, Decubitus Ulcer, Nursing Education
The Effect of Gamified Metaverse-Based Training on Nursing Students' Self-Efficacy and Metaverse Perception Regarding Pressure Injury Management
Introduction: Pressure ulcers are a largely preventable clinical problem that negatively impacts the quality of patient care and constitutes a significant economic burden for healthcare systems.
- Conditions
- Pressure Ulcers, Bedsores, Decubitus Ulcer, Nursing Education, Gamification, Self-Efficacy
- Trial name
- NCT07395284
- Testing
- Gamified metaverse-based educational application
- Where
- Turkey (Türkiye)
- Volunteers
- 60 people, healthy volunteers welcome
- Sponsor
- Baskent University
Depressive Disorder, Depression in Children
Assessment of Daily Stressors in Children With Depressive Symptoms for the Development of a Gamified Emotion Regulation App
Digital interventions, such as serious games, are becoming increasingly important in the context of prevention and treatment approaches of mental disorders.
- Conditions
- Depressive Disorder, Depression in Children, Depressive Symptoms
- Trial name
- SG4ChildD (NCT07159347)
- Where
- Germany
- Volunteers
- 15 people
- Sponsor
- Ludwig-Maximilians - University of Munich
Oral Hygiene, Dental Plaque
Learning Brushing Using Game Elements in Mobile Phones Apps
The study aims to compare the efficacy of using gamification for oral hygiene in children at home environment.
- Conditions
- Oral Hygiene, Dental Plaque, Children, Only, Dental Devices, Home Care
- Trial name
- GAMIFYBRUSH (NCT03935009)
- Testing
- Manual toothbrush Curaprox 5460 ultra soft, Electric toothbrush Play Smart Brush N°1, Electric toothbrush Play Smart Brush N°2
- Where
- 2 sites in Slovenia
- Volunteers
- 100 people
- Sponsor
- University Maribor
Children
Comparing Game-Based Reward Systems to Support Children's Engagement:
This Randomized Control Trial evaluates the impact of different gamification-based incentive schemes (levels, streaks and their combination) on adherence to target behaviors in children.
- Trial name
- NCT07509489
- Testing
- Streak-based, Level-based, Combined: level and streak
- Where
- Czechia
- Volunteers
- 160 people
- Sponsor
- Palacky University
Pediatric Asthma, Chronic Respiratory Diseases
Clinical and Autonomic Efficacy of Digital-Gamified Diaphragmatic Training in Pediatric Pulmonary Rehabilitation
Adherence to traditional pediatric pulmonary rehabilitation exercises is often low due to their repetitive nature, leading to poor respiratory outcomes.
- Conditions
- Pediatric Asthma, Chronic Respiratory Diseases, Obstructive Airway Disease
- Trial name
- NCT07765264
- Testing
- Digital-Gamified Diaphragmatic Training (DGDT), Standard Mechanical Incentive Spirometer
- Where
- Egypt
- Volunteers
- 170 people
- Sponsor
- Delta University for Science and Technology
Children, Adolescent
How Digital Media Affects Kids' Healthcare Experiences and Outcomes
The goal of this clinical trial is to learn whether different forms of media (2D, 360, or 360 in virtual reality) have different impacts on pre-procedural anxiety and post-procedural pain in children.
- Conditions
- Children, Adolescent, Anxiety, Pain
- Trial name
- NCT07073027
- Testing
- 2D video on smartphone, 360 video on smartphone, 360 video on smartphone inserted into VR cardboard headset
- Where
- Canada
- Volunteers
- 500 people, healthy volunteers welcome
- Sponsor
- British Columbia Children's Hospital
Adolescent
The Effect of Tele-Nursing Gamification Technique
Adolescent health, safety and well-being cause it to be considered as an important and priority problem in terms of public health, as it affects many parts of the society.
- Trial name
- NCT05567146
- Testing
- Experimental group
- Where
- Turkey (Türkiye)
- Volunteers
- 80 people, healthy volunteers welcome
- Sponsor
- Aksaray University
Creative Drama, Gamification
CreativeDrama and GamificationBased
The aim of this study is to examine the effect of a creative drama and gamification-based educational experience on children's levels of nature connectedness and recycling behaviors.
- Trial name
- Creative Drama (NCT07039851)
- Testing
- Experimental
- Where
- Turkey (Türkiye)
- Volunteers
- 50 people, healthy volunteers welcome
- Sponsor
- Saglik Bilimleri Universitesi
Health Behavior
Personalized Recommendation System for Sport Activities
The goal of this clinical trial is to test and compare the effects of a tailored algorithm recommendation of sport activities concreted in challenges to improve some critical performance dimensions.
- Trial name
- NCT06200350
- Testing
- Experimental group, Control group
- Where
- Spain
- Volunteers
- 47 people, healthy volunteers welcome
- Sponsor
- University of Vigo
Pulmonary Disease, Chronic Obstructive
Development and Feasibility Testing of Digital Theory-based Pursed Lip Breathing in Stable Patients With COPD
The goal of this pre-post design clinical trial is to develop a digital, theory-based Pursed Lip Breathing intervention protocol software system installed on smartphones (DT-PLB) and to preliminarily evaluate its feasibility and…
- Trial name
- NCT06063733
- Testing
- Digital pursed lip breathing intervention
- Where
- China
- Volunteers
- 15 people
- Sponsor
- Manchester Metropolitan University