The Effect of Escape Room-Based Bladder Catheterization Training on Nursing Students' Academic Achievement, Problem-Solving Skills, and Motivation: A Mixed-Methods Study
- Conditions
- NURSING EDUCATIONNURSING STUDENTSESCAPE ROOMBLADDER CATHETERIZATION
- Registration Number
- NCT07043257
- Lead Sponsor
- Agri Ibrahim Cecen University
- Brief Summary
This study aims to examine the effect of escape room-based training on nursing students' academic achievement, problem-solving skills, collaborative learning, and motivation levels in bladder catheterization education. A mixed-methods design will be used. Participants will be randomly assigned to either an experimental group receiving game-based escape room training or a control group receiving traditional instruction. Pre-test and post-test assessments will be conducted using validated measurement tools. The study also includes qualitative data to explore students' experiences and perceptions regarding the educational method used. This research seeks to contribute to innovative educational practices in nursing skills training.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- NOT_YET_RECRUITING
- Sex
- All
- Target Recruitment
- 100
- Nursing students enrolled in a clinical skills course
- Voluntarily agree to participate
- No prior formal catheterization training
- Students who miss training sessions
- Students with previous experience in escape room-based learning
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Primary Outcome Measures
Name Time Method Academic Achievement At Baseline, immediately after the intervention Academic achievement will be measured using a researcher-developed theoretical and practical knowledge test on bladder catheterization. The test includes multiple-choice and skill-based items aligned with clinical guidelines. Higher scores indicate greater knowledge and procedural competence.
Problem-Solving Ability At Baseline, immediately after the intervention Problem-solving skills will be assessed using the Problem Solving Inventory (Heppner \& Petersen). This validated scale measures students' perceptions of their problem-solving ability. Higher scores indicate lower perceived problem-solving ability (reverse scoring will be considered in interpretation).
Motivation Level At Baseline, immediately after the intervention Students' motivation will be measured using the Motivation Scale for Game-Based Learning Strategies, originally developed by Manzano-León et al. (2021) and adapted into Turkish by Küçükibiş and Eskiler (2022). The scale evaluates students' motivation across various dimensions related to game-based learning environments using Likert-type items. A higher total score indicates a higher level of motivation toward learning through gamification.
- Secondary Outcome Measures
Name Time Method
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