The Effect of Taboo Game-Based Reinforcement on Medication Instruction
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 111
- 试验地点
- 1
- 主要终点
- Knowlegde test results
研究概览
简要总结
Pharmacology courses are included in nursing curricula, and education on drug knowledge and drug administration is provided in basic nursing courses from the first year of education. However, research shows that students' knowledge of drugs is not at the desired level.
Today, in addition to classical methods, different methods are also used to evaluate information. Game-based approaches are frequently used in nursing for both learning and evaluating information. Escape rooms, digital games, simulation-based games, role-playing, puzzle games, and Kahoot are among the methods used in education . Studies have shown that when gamification is used in education and student evaluation, the recall of information is also at a better level.
This research aims to determine the effect of reinforcing nursing students' knowledge of frequently used medications in emergency departments with the Taboo game and the classic question-and-answer method on learning and information recall.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Other
- 盲法
- Single (Investigator)
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Being a second-year nursing student
- •Participating in volunteer work
- •Knowing Turkish
排除标准
- •Wanting to quit the job
结局指标
主要结局
Knowlegde test results
时间窗: Baseline
Knowledge Test (included 25 questions)
次要结局
- Knowlegde test results and scale results(Test was performed after the second intervention, with the two interventions administered one week apart)
研究者
Hülya Elmalı Şimşek
Asst. Prof.
Ankara Medipol University
