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Clinical Trials/NCT06991621
NCT06991621RecruitingNot Applicable

Mechanisms and Design Framework Study of Gamified Education in Professional Identity Formation for Medical Undergraduates

China Medical University, China1 site in 1 country70 target enrollmentStarted: April 21, 2025Last updated:
Conditions
Interventions

Trial Snapshot

Phase
Not Applicable
Status
Recruiting
Enrollment
70
Locations
1
Primary Endpoint
Death Anxiety

Study Overview

Brief Summary

Goal of this interventional study

The purpose of this research is to investigate the effects of a scenario-based puzzle educational game on death anxiety and meaning in life among nursing students. It aims to answer the following key questions:

Can the scenario-based puzzle educational game enhance nursing students' sense of meaning in life?

Can the scenario-based puzzle educational game reduce death anxiety in nursing students?

What are nursing students' experiences and perceptions of this educational game?

Study design Researchers will compare the intervention group (participating in the game) with a control group (receiving death education manuals) to evaluate the effectiveness of the game-based intervention.

Participants will:

Be recruited through campus posters

Be randomly assigned to either the intervention or control group and complete baseline questionnaires

In the control group: Receive death education manuals twice weekly for 3 weeks

In the intervention group: Participate in group sessions (5 students per group) to play the scenario-based puzzle game twice weekly for 3 weeks

Complete follow-up questionnaires and participate in qualitative interviews regarding their experiences with manual-based education or the game intervention after the 3-week intervention period

Study Design

Study Type
Interventional
Allocation
Randomized
Intervention Model
Parallel
Primary Purpose
Other
Masking
None

Eligibility Criteria

Ages
18 Months to — (Child, Adult, Older Adult)
Sex
All
Accepts Healthy Volunteers
Yes

Inclusion Criteria

  • •Third-year full-time undergraduate nursing students
  • •Completed clinical observation training but not yet entered clinical internship phase
  • •Aged ≥18 years
  • •Provide informed consent and voluntarily participate in the study

Exclusion Criteria

  • •Participated in similar death education interventions within the past 3 months
  • •Diagnosed with severe mental or psychological disorders
  • •Currently on a leave of absence (academic or personal)

Arms & Interventions

Gamified Education

Experimental

Scenario-based puzzle game in group sessions

Intervention: Puzzle game (Other)

Manual Education

Active Comparator

Standardized death education manual

Intervention: Manual Education (Other)

Outcomes

Primary Outcomes

Death Anxiety

Time Frame: Week 0, Week 3

A 15-item self-report scale developed by psychologist Templer (1967/1970) measuring death-related distress. Dimensions: Affective (Items 1,3,10,13,14), Stress/Pain (Items 4,5,6,9,11), Time Awareness (Items 8,12), Cognitive (Items 2,7,15) Scoring: Dichotomous (Yes/No) with 9 forward-scored and 6 reverse-scored items (Items 2,3,5,6,7,16\*). Total score range: 0-15 (higher = greater anxiety). Reliability: Test-retest reliability (3-week) = 0.83; KR-20 = 0.76 (original English version).

Meaning in Life

Time Frame: Week 0, Week 3

A 10-item scale (Steger et al.) assessing two dimensions: Presence of Meaning (5 items): Perceived life purpose Search for Meaning (5 items): Active pursuit of meaning Scoring: 7-point Likert (1="Strongly Disagree" to 7="Strongly Agree"). Higher scores indicate stronger meaning. Reliability: Cronbach's α = 0.878 (total), 0.850 (Presence), 0.907 (Search)

Secondary Outcomes

No secondary outcomes reported

Investigators

Sponsor Class
Other
Responsible Party
Principal Investigator
Principal Investigator

Wenna Qian

Doctoral Researcher, School of Nursing, China Medical University

China Medical University, China

Study Sites (1)

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