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Clinical Trials/NCT05570799
NCT05570799CompletedNot Applicable

Effect of Using Gamification and Augmented Reality in Mechanical Ventilation Teaching on Nursing Students' Knowledge, Motivation, and Self-Efficacy: A Randomized Controlled Trial

Damanhour University1 site in 1 country410 target enrollmentStarted: October 25, 2022Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Completed
Enrollment
410
Locations
1
Primary Endpoint
Mechanical ventilation knowledge test

Study Overview

Brief Summary

This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.

Detailed Description

A pretest-posttest, prospective, randomized controlled trial will be conducted. Random assignment will place participants in either the experimental group using augmented reality games or the control group using traditional lectures (control group).

  1. Preparation of Augmented Reality Models
  • Mechanical ventilator handout will be developed by the authors. This handout will be including images of physiology of respiration, mechanical ventilator machines, ventilator graphs, and ventilator settings.
  • An augmented reality (AR) mobile application with image based AR will be used by the participants in the experimental group. The three-dimensional (3D) virtual models and images will be shown in the AR handout, and the participants could display the objects on the mobile screen with the use of a marker on the page of the AR handout using the camera in the mobile app.
  1. Preparation of Kahoot Game
  • A teacher account was constructed on Kahoot after signing up at "https://kahoot.com".
  • A Kahoot quiz with 20 multiple-choice questions and pictures will be constructed at "https://create.kahoot". Only one correct option will be possible for each of the 20 questions.
  • When a quiz is created and opened in "Kahoot".
  • The students access to Kahoot within the classical game mode (Player vs Player "1:1 Devices").
  • A typical session of Kahoot involves 200 students playing the game.
  • Once each teaching unit is completed, students will be asked to actively participate in the classroom using Kahoot.
  • Once all of the players' names have appeared on the screen, the teacher presses "START" to begin the quiz.
  • Students' responses and the scores' calculation will be automatically stored in the database.
  • After the test is finished, a report of the results will be created and made available for download to the researcher.

Data Collection Procedure

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Other
Masking
Double (Investigator, Outcomes Assessor)

Eligibility Criteria

Ages
19 Years to 22 Years (Adult)
Sex
All
Accepts Healthy Volunteers
No

Inclusion Criteria

  • •Third-year nursing students enrolled in the course of Critical Care Nursing (I) for the first time;
  • •Smartphone owners and users; those who have internet access;
  • •Those who understood the goal and nature of the study and voluntarily agreed to participate

Exclusion Criteria

  • •Prior experience in mechanical ventilation
  • •Refusal to participation

Arms & Interventions

Control group

No Intervention

No augmented reality or Kahoot game-based learning group (traditional lectures group)

Experimental group

Experimental

Augmented reality learning and Kahoot game group

Intervention: Augmented Reality and Kahoot game learning (Other)

Outcomes

Primary Outcomes

Mechanical ventilation knowledge test

Time Frame: through study completion, an average of 4 weeks

It is a self-administered questionnaire that will be developed and used to assess students. The knowledge questionnaire contained 20 multiple choice questions

Self-efficacy

Time Frame: through study completion, an average of 4 weeks

It was created using a five-step nursing process: clinical nursing skill assessment, problem diagnosis, clinical nursing skill preparation, skills performance, and evaluation.

Motivation Survey

Time Frame: through study completion, an average of 4 weeks

Learning motivation was evaluated using a tool based on the Instructional Materials Motivation Scale (IMMS). The IMMS will be utilized to measure motivation-related problems in the self-directed learning of students.

Secondary Outcomes

  • Students' opinions(through study completion, an average of 4 weeks)

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Sahar Younes

Assistant professor

Damanhour University

Study Sites (1)

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