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Clinical Trials/NCT06223425
NCT06223425
Recruiting
Not Applicable

Effectiveness of Virtual Reality Situation-Based Flipped Learning and Gamification on Nursing Students' Learning Attitudes, Problem-solving Abilities, and Empathetic Abilities

Alexandria University1 site in 1 country140 target enrollmentNovember 1, 2023

Overview

Phase
Not Applicable
Intervention
Not specified
Conditions
Educational Problems
Sponsor
Alexandria University
Enrollment
140
Locations
1
Primary Endpoint
virtual reality Situation-Based Flipped Learning
Status
Recruiting
Last Updated
2 years ago

Overview

Brief Summary

The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes. Among these approaches, virtual reality (VR)

Detailed Description

Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills. By leveraging these technologies, educators seek to create an immersive and interactive learning experience that not only aligns with the demands of modern education but also addresses the unique challenges faced by nursing students in developing critical competencies. This research explores the potential impact of this integrated approach on nursing education, contributing valuable insights to the ongoing efforts to optimize teaching methodologies for future healthcare professionals.

Registry
clinicaltrials.gov
Start Date
November 1, 2023
End Date
February 1, 2024
Last Updated
2 years ago
Study Type
Interventional
Study Design
Parallel
Sex
All

Investigators

Responsible Party
Sponsor

Eligibility Criteria

Inclusion Criteria

  • willingness to participate

Exclusion Criteria

  • First-year academic students

Outcomes

Primary Outcomes

virtual reality Situation-Based Flipped Learning

Time Frame: two months

Students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of Problem-Solving Ability measured by the Problem-Solving Ability scale (a higher score of more than 90) than those in traditional learning strategies

virtual reality Based Gamification

Time Frame: two months

students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of empathic understanding level measured by the Empathetic ability scale ( a higher score of more than15) than those in traditional learning strategies

Study Sites (1)

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