An interventional study of "1 Situation-5 Minutes" game in Nursing Students' Care Awareness and Empathy, sponsored by Muş Alparslan University. Not yet recruiting. Open to participants aged 18 Years and older. Per ClinicalTrials.gov, last updated 2026-10-20.
Sponsored by Muş Alparslan University · Not applicable, Interventional, and Other
Nursing education requires innovative, student-centered teaching strategies that support the development of clinical competence, critical thinking, clinical decision-making, communication skills, and patient-centered care. Health assessment is a fundamental component of nursing curricula, enabling students to systematically collect and interpret patient data, distinguish normal from abnormal findings, and plan appropriate nursing care. However, clinical learning may be challenged by limited practice opportunities, high levels of student stress and anxiety, fear of making errors, and difficulties integrating theoretical knowledge with clinical practice. These challenges highlight the need for accessible and engaging educational approaches that strengthen students' professional development.
Game-based learning has emerged as a promising educational strategy for enhancing student motivation, active participation, knowledge acquisition, and clinical reasoning. In nursing education, it may also support the development of empathy, an essential component of patient-centered care. Empathy enables nursing students to understand patients' feelings, perspectives, and experiences and to incorporate this understanding into care delivery. Nevertheless, evidence regarding the combined effects of brief, practical game-based educational interventions on nursing students' care awareness and empathy remains limited.
This study aims to develop the "One Situation-Five Minutes" game and evaluate its effects on nursing students' care awareness and empathy using a mixed-methods research design. The intervention is designed as a brief, accessible, and student-centered learning activity that encourages students to consider clinical situations, recognize patients' needs, and reflect on the emotional and professional dimensions of nursing care. The educational approach is informed by Self-Determination Theory, which emphasizes the importance of autonomy, competence, and relatedness in promoting intrinsic motivation and meaningful learning.
The study will assess changes in nursing students' care awareness and empathy following participation in the game-based intervention. The qualitative component will explore students' experiences and perceptions of the intervention, providing further insight into its educational value and potential contributions to professional development. By integrating quantitative and qualitative findings, the study seeks to provide a comprehensive understanding of the intervention's effects and its applicability in nursing education.
The findings are expected to contribute to the evidence base for game-based learning in nursing education and inform the development of innovative teaching strategies that promote care awareness, empathy, and patient-centered nursing practice.
This study will be conducted using a mixed-methods research design. The study is planned within the framework of a concurrent convergent design, in which quantitative and qualitative data are collected and analyzed simultaneously. In this approach, after the quantitative and qualitative data are analyzed independently, the findings will be synthesized to provide a holistic interpretation. The mixed-methods approach aims to reveal not only the measurable effects of game-based learning applications in nursing education but also students' experiences, perceptions, and meaning-making processes. Therefore, the study will evaluate quantitative variables, such as empathy levels, alongside qualitative processes, such as care awareness and game experience.
Muş Alparslan University is the lead sponsor of 62 studies on the registry; 24 are open to participants now.
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Exclusion Criteria:
Behavioral: "1 Situation-5 Minutes" game
Implementation of the "1 Scenario-5 Minutes" Game The "1 Scenario-5 Minutes" game is an innovative teaching activity developed to help students improve their ethical decision-making skills, gain ethical awareness, and enhance their ability to analyze clinical and professional scenarios after completing the ethics course content.
Kiersma-Chen Empathy Scale Turkish Version (KCES-TR)
The scale consists of two subscales: cognitive empathy (7 items) and affective empathy (6 items). The Cronbach's alpha coefficient for the total scale was found to be 0.85, and the test-retest reliability coefficient was 0.989. The results of confirmatory factor analysis confirmed the two-factor structure and demonstrated that the Turkish version of the scale is a valid and reliable measurement tool. Higher scores on this scale indicate a higher level of empathy.
Time frame: Two months
Interview Form
During the interview, participants will be asked the following questions: 1. How would you describe your experience during the "1 Situation-5 Minutes" game? 2. How did this game help you understand the concept of care? 3. Do you think the game increased your awareness of care? In what ways? 4. How did this game influence your perspective on the importance of care in nursing? 5. How motivated did you feel to learn during the game? Why? Finally, 6. What do you see as the strengths and limitations of this game in developing your awareness of care? The interview consists of these 6 questions.
Time frame: Two months
No study locations are listed for this record.
Start is estimated for Oct 2026; primary completion for Nov 2026, 1 month later.
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From the registry record's own update history. This site started tracking changes on Sep 25, 2026; for anything earlier, see the record history on ClinicalTrials.gov ↗
This study is not yet recruiting, as verified in Oct 2026. You cannot join it, but the record below documents what was studied.
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Muş Alparslan University