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临床试验/NCT07728110
NCT07728110已完成不适用

The Effect of Taboo Game-Based Reinforcement on Medication Instruction

Ankara Medipol University1 个研究点 分布在 1 个国家目标入组 111 人开始时间: 2026年4月2日最近更新:
适应症

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

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

发起方
Ankara Medipol University
申办方类型
Other
责任方
Principal Investigator
主要研究者

Hülya Elmalı Şimşek

Asst. Prof.

Ankara Medipol University

研究点 (1)

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