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临床试验/NCT07404501
NCT07404501已完成不适用

A Gamified Approach To Burn Education And Prevention Among Youth: The Randomized Controlled Study "Burn Game"

University of Sao Paulo General Hospital1 个研究点 分布在 1 个国家目标入组 44 人开始时间: 2026年3月9日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
44
试验地点
1
主要终点
Change in Knowledge Scores on Burn Prevention and First Aid After the Educational Interventions

研究概览

简要总结

The goal of this clinical trial is to evaluate whether different educational strategies can improve knowledge acquisition regarding burn prevention and first aid among students enrolled in a community-based preparatory course. The main questions it aims to answer are:

Does participation in a serious digital game improve knowledge about burn prevention and first aid compared with a traditional lecture? Researchers will compare a serious digital game with a face-to-face educational lecture to determine differences in knowledge acquisition and participant satisfaction between the two educational approaches.

Participants will:

Receive a brief (5 minutes) standardized introductory explanation about basic concepts of burns; Be randomized to participate in either a serious digital game or a face-to-face educational lecture; Complete knowledge assessment questionnaires prior to and after the intervention; Complete a satisfaction questionnaire; Attend a follow-up assessment two weeks after the intervention.

详细描述

This study is a randomized, single-blind, behavioral and educational intervention with two parallel arms designed to evaluate different educational strategies for burn prevention and first aid.

All participants will initially receive a brief (5 minutes) standardized introductory session covering basic concepts related to burns, including definition, common causes, prevention strategies, and first-aid measures. This introductory explanation is intended to ensure that all participants have a minimum and uniform baseline understanding of the topic prior to the intervention.

After this initial session, participants will be randomly allocated to one of two intervention groups.

Participants allocated to the serious digital game group will receive a 5-minute familiarization period with the digital platform, followed by 25 minutes of gameplay. The serious game presents educational content and questions related to burn prevention and first aid through virtual avatars, requiring participants to consult in-game educational materials before answering questions. Performance is recorded automatically by the game system.

Participants allocated to the face-to-face educational lecture group will attend an in-person lecture lasting approximately 30 minutes. The lecture will address types of burns, etiology, prevention measures, and basic first-aid management in primary health care.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Prevention
盲法
Single (Outcomes Assessor)

入排标准

性别
All
接受健康志愿者

入选标准

  • Students regularly enrolled in the MedEnsina preparatory course
  • Ability to understand the instructions and the content of the proposed educational activities
  • Availability to participate in the intervention on the first day of the study and to attend the two-week follow-up
  • Signed informed consent form and, when applicable, assent form

排除标准

  • Failure to attend the intervention on the first day of the study
  • Failure to attend the follow-up assessment two weeks after the intervention
  • Incomplete completion of the pre- or post-intervention questionnaires
  • Withdrawal of consent at any stage of the study
  • Any condition that, in the investigators' judgment, may impair adequate participation or understanding of the educational activities

研究组 & 干预措施

Serious Digital Game

Experimental

Participants in this arm will receive a brief standardized introductory session covering basic concepts of burns, including causes, prevention, and first aid. After this introduction, participants will engage in a serious digital game for 25 minutes following a 5-minute familiarization period with the platform, totaling 30 minutes. The game presents educational content and questions related to burn prevention and first aid through virtual avatars. Participants are required to consult in-game educational materials before answering questions. Performance is assessed based on accuracy and response time, generating an automated final score. Participants will complete a post-intervention knowledge assessment questionnaire and a satisfaction questionnaire at the end of the intervention, as well as a follow-up assessment two weeks later.

干预措施: Serious Digital Game for Burn Prevention and First Aid (Behavioral)

Face-to-Face Educational Lecture

Active Comparator

Participants in this arm will first receive a brief standardized introductory session covering basic concepts of burns, including causes, prevention, and first aid. After this introduction, participants will attend a face-to-face educational lecture lasting 30 minutes, addressing types of burns, etiology, prevention strategies, and basic first-aid measures. Participants will complete pre- and post-intervention knowledge assessment questionnaires, as well as a follow-up assessment two weeks after the intervention.

干预措施: Face-to-Face Educational Lecture on Burn Prevention and First Aid (Behavioral)

结局指标

主要结局

Change in Knowledge Scores on Burn Prevention and First Aid After the Educational Interventions

时间窗: From baseline to immediately post-intervention

The primary outcome is knowledge acquisition related to burn prevention and first aid. Knowledge will be assessed using a structured multiple-choice questionnaire administered immediately before and immediately after the educational intervention. The questionnaire will be delivered through the Google Forms platform and consists of 20 multiple-choice questions, each with four response options, covering basic concepts of burns, prevention strategies, and first-aid measures. Each correct answer contributes to the total knowledge score, with higher scores indicating greater knowledge. The primary outcome will be expressed as the change in knowledge score from baseline to immediately after the intervention and will be compared between the two educational groups.

次要结局

  • Knowledge Retention Scores After the Educational Interventions(From baseline to 2 weeks post-intervention)

研究者

申办方类型
Other
责任方
Sponsor

研究点 (1)

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