Effectiveness of Virtual Reality Situation-Based Flipped Learning and Gamification on Nursing Students' Learning Attitudes, Problem-solving Abilities, and Empathetic Abilities
Trial Snapshot
- Phase
- Not Applicable
- Status
- Recruiting
- Sponsor
- Alexandria University
- Enrollment
- 140
- Locations
- 1
- Primary Endpoint
- virtual reality Situation-Based Flipped Learning
Study 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.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Other
- Masking
- None
Eligibility Criteria
- Ages
- 18 Years to 30 Years (Adult)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- •willingness to participate
Exclusion Criteria
- •First-year academic students
Arms & Interventions
virtual reality Situation-Based Flipped Learning
students exposed to virtual reality Situation-Based Flipped Learning
Intervention: virtual reality Situation-Based Flipped Learning (Behavioral)
traditional teaching strategies
Students exposed to traditional Learning
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
Secondary Outcomes
No secondary outcomes reported
