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CompletedNCT05321303Updated Aug 3, 2022

The Effect of Serious Game Developed for Nursing Students

An interventional study of Serious Game and Standard Patients in Education, Nursing, Critical Thinking and Problem Solving, sponsored by Hacettepe University. Completed at 1 site in Turkey (Türkiye). Per ClinicalTrials.gov, last updated 2022-08-03.

Sponsored by Hacettepe University · Not applicable, Interventional, and Other

Phase
Not applicable
Study type
Interventional
Enrollment
72
Allocation
Randomized
Sex
All
01

Study summary

The aim of the study is to assess whether students' knowledge level, critical thinking, and problem-solving skills have increased after the serious game and standard patients practice.

Read the detailed description

This study aims to answer the following problematic: How to improve the learning of satisfaction and self-confidence, knowledge Levels, problem-solving, critical thinking skills in serious game, and standardized patients practice for students. This study tests nursing care skills learning in a serious game on diabetic ketoacidosis management designed scenarios.

50 students in nursing in 2nd year will participate in the experiment. They will be randomized into 2 groups:

Standardized patient Control group (25 participants): The participants spend one scenario 10 minutes; a scenario designed to train Nursing Care (management of diabetic ketoacidosis).

Serious game Experimental group (25 participants): The participants spend on one "MetaHospital" scenario in which Nursing Care (management of diabetic ketoacidosis).

Before the serious game and standard patients practice, students will be asked to fill out a questionnaire on their knowledge level, satisfaction and self-confidence, critical thinking, and problem-solving skills in line with the purpose of the study. The form was submitted to evaluate the usability of the game immediately after the students played the serious game.

Students will be given an information session regarding the case prior to the standard patient practice. Following that, each student will do a standard patient practice for 10 minutes once. After 25 students have finished the application, a 30-minute analysis session with the trainer will be placed. The knowledge levels, satisfaction and self-confidence, critical thinking, and problem-solving skills questionnaires will be filled out again after the session.

Before the serious game application, and after the students have been notified about the game, each student will be provided a username and password for the game login. For one day, students will have unrestricted access to the game. All students participating in the activities will be asked to complete a questionnaire about their knowledge level, satisfaction and self-confidence, critical thinking, and problem-solving abilities.

After the two applications are finished, a questionnaire regarding students' interests, knowledge level, satisfaction and self-confidence, critical thinking, and problem-solving skills will be provided to them one month later to evaluate their learning retention. Finally, the researcher will conduct focus group interviews with students to hear about their experiences.

02

Conditions studied

  • Education, Nursing
  • Critical Thinking
  • Problem Solving
  • Self-Confidence
03

In context

Lead sponsor

Hacettepe University is the lead sponsor of 1,003 studies on the registry; 215 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
Child (0–17), Adult (18–64), Older adult (65+)
Sexes eligible
All
Accepts healthy volunteers
Yes

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

  • Nursing students who have taken the Internal Medicine Nursing course
  • Students willing and willing to participate in the research

Exclusion criteria

Exclusion Criteria:

  • Students who are absent from the Internal Medicine Nursing course
  • Students who did not agree to participate in the study
  • Students experiencing standard patient practice
05

Study design

Phase
Not applicable
Primary purpose
Other
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Single (Investigator)
Enrollment
72 participants (actual)

Study arms

  • Experimental
    Experimental: Serious game Experimental group

    The participants spend on one "MetaHospital" scenario in which Nursing Care (management of diabetic ketoacidosis).

    Other: Serious Game

  • Experimental
    Experimental: Standardized Patients Control group

    The participants spend one scenario 10 minutes; on a scenario designed to train Nursing Care (management of diabetic ketoacidosis).

    Other: Standard Patients

Interventions

  • OtherSerious Game

    Each participant of the Serious game group played 1 scenario of "MetaHospital", a screen-based simulation on the management of diabetic ketoacidosis. Immediately after the serious game was played, 5 open-ended questionnaires were sent to the students to evaluate the game usability.

  • OtherStandard Patients

    Each participant of the standardized patient's group played 1 scenario on the management of diabetic ketoacidosis and then a 30-minute analysis session with the trainer joined.

06

What researchers measure

Primary outcomes

  1. Knowledge Levels Questionnaire

    In order to determine the knowledge level of the students about the diabetic ketoacidosis case, the opinions of 3 experts (diabetes nurse, academician working in the field of diabetes) were taken, prepared by the researcher. There are 10 questions in total and each question is 1 point.

    Time frame: Five weeks

  2. Student Satisfaction and Self-Confidence in Learning Scale

    The scale consists of two sub-dimensions (satisfaction with learning and self-confidence) in five-point Likert type. The total number of items is 13. The minimum score obtained from the scale is 17, the highest score is 61.

    Time frame: Five weeks

  3. Critical Thinking Disposition Scale

    The scale consists of 49 items and 5 subscales (metacognition, flexibility, systematicity, perseverance-patience, open-mindedness). The range of points that can be obtained from the scale varies between 49-245. An increase in the score indicates that critical thinking also increases.

    Time frame: Five weeks

  4. Problem Solving Inventory

    It is a Likert-type scale consisting of 35 items and scored between 1-6. As the score obtained from the scale increases, problem solving skills decrease. The lowest score that can be obtained from the scale is 32, and the highest score is 192.

    Time frame: Five weeks

Secondary outcomes

  1. Student experience: Qualitative Interviewing

    40-50 minutes of focus group discussions will be held with students in order to better determine the effectiveness of the methods used, to share experiences and to support future studies.

    Time frame: up to four weeks

  2. Serious Game Experience:

    It is a data form consisting of 6 open-ended questions to evaluate the game usability immediately after playing the serious game.

    Time frame: up to one day

07

Study locations

1 site
  • Hacettepe University
    Ankara, Turkey (Türkiye)
08

References and documents

Individual participant data

Plan to share: Yes

Supporting information: Informed consent form

No publications or documents are linked to this record.

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Aug 3, 2022, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT05321303
Responsible party
Afra CALIK (Research Asisstant, Hacettepe University) — Principal investigator
First posted
Apr 11, 2022
Start date
Apr 15, 2022
Primary completion
Apr 18, 2022
Completion
Jul 1, 2022
Last update
Aug 3, 2022

Oversight

Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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This study is completed, as verified in Aug 2022. You cannot join it, but the record below documents what was studied.

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