ClinicalTrials.gg
CompletedNCT07892482Updated Oct 23, 2026

Educational Game-Based Approach and Parenteral Medication Knowledge

An interventional study of Educational game sessions and Standard Training in Education, Nursing Students, sponsored by Zeliha CENGİZ. Completed at 1 site in Turkey (Türkiye). Open to participants aged 18 Years and older. Per ClinicalTrials.gov, last updated 2026-10-23.

Sponsored by Zeliha CENGİZ · Not applicable, Interventional, and Other

From the registry’s dates

  • Registered 5 months after the study started (first participant enrolled Apr 2026, registered Oct 2026).
Updated Oct 23, 2026Newly registeredGo to Updates ↓
Phase
Not applicable
Study type
Interventional
Enrollment
77
Allocation
Randomized
Ages
18 Years and older
Sex
All
01

Study summary

This randomized controlled trial evaluated the effect of an educational game-based teaching program on nursing students' knowledge regarding parenteral medication administration. The primary questions addressed were:

  • Did an educational game-based teaching program improve nursing students' knowledge regarding parenteral medication administration?
  • Was the effect of the educational game-based teaching program on knowledge maintained at the 15-day follow-up?

Researchers compared students who received standard education with those who received standard education plus an educational game-based approach to evaluate changes in knowledge levels.

Participants completed a pretest, posttest, and 15-day follow-up test. The experimental group received standard education plus educational game-based activities related to parenteral medication administration. The control group received standard education only.

Read the detailed description

Parenteral medication administration is an important component of nursing education and clinical practice. Accurate medication administration requires adequate knowledge of medication administration routes, dosage calculation, medication administration principles, potential complications, and safe medication practices. Therefore, effective teaching strategies are needed to support nursing students' acquisition and retention of knowledge related to parenteral medication administration.

This randomized controlled study was conducted to evaluate an educational game-based teaching approach integrated into the teaching of parenteral medication administration. The educational intervention was developed to reinforce the theoretical content provided during the standard nursing education and to provide students with opportunities for active participation, repetition, and interaction with the course content.

The experimental group received standard education followed by an educational game-based approach. The game-based activities were conducted online using the Puzzel.org platform. Students were divided into five groups and participated in the activities for approximately 1-1.5 hours. The activities included crossword puzzles, matching activities, categorization tasks, a digital board/table game, dosage calculation activities, and questions related to medication administration complications and safe medication practices.

The educational games addressed topics including intradermal, subcutaneous, intramuscular, and intravenous medication administration; medication effects; dosage calculation; the ten rights of medication administration; route-specific administration principles; and potential complications. The board/table game and crossword activities traditionally used in face-to-face educational settings were adapted and transferred into a digital game-based learning environment.

The control group received the standard teaching provided within the nursing education program. Standard teaching included theoretical instruction supported by presentations, question-and-answer activities, and laboratory practice.

The educational game-based approach was designed as a supplement to, rather than a replacement for, standard nursing education. The study examined whether incorporating interactive game-based activities into standard teaching could improve students' knowledge and support knowledge retention over time.

02

Conditions studied

  • Education, Nursing Students

Keywords

  • Education, Nursing, Games, Experimental, Injections, Clinical Competence
03

In context

Lead sponsor

Zeliha CENGİZ is the lead sponsor of 3 studies on the registry; 2 are open to participants now.

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

04

Who can participate

Ages eligible
18 Years and older
Sexes eligible
All
Accepts healthy volunteers
No

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

  • Students who were enrolled in the Fundamentals of Nursing course for the first time, had access to online educational platforms, and voluntarily agreed to participate in the study were included.

Exclusion criteria

Exclusion Criteria:

  • Students who had previously participated in any game-based educational program related to parenteral medication administration were excluded from the study.
05

Study design

Phase
Not applicable
Primary purpose
Other
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Double (Participant, Outcomes assessor)
Enrollment
77 participants (actual)

Study arms

  • Sham comparator
    Control Group (Standard Training)

    Students in the control group received theoretical training-consisting of traditional teaching methods (lectures, presentations, and question-and-answer sessions)-on parenteral medication administration, as part of the "Fundamentals of Nursing" course curriculum.

    Other: Standard Training

  • Experimental
    Experimental Group (Educational Game-Based Training)

    Students in the experimental group received the same standard theoretical, laboratory, and clinical training as the control group. In addition to this, they participated in educational game-based training focused on parenteral medication administration. To enhance interaction and learning dynamics, the students in the experimental group were divided into 5 small study groups, each consisting of 7-8 individuals.

    Other: Educational game sessions

Interventions

  • OtherEducational game sessions

    To enhance interaction and learning dynamics, the students in the experimental group were divided into 5 small study groups, each consisting of 7-8 individuals. Educational game sessions, lasting between 60 and 90 minutes, were organized for each group. All game components were implemented as a single, holistic pedagogical approach rather than as isolated elements. The games used in the intervention were digitized via the Puzzel.org platform and consisted of the following components: * Crossword Puzzle (4 questions): Cognitive prompts designed to help students recall routes of medication administration. • Matching Activities (37 matching items): Tasks designed to establish connections between drug effects (8 items), dosage calculations (9 questions), fundamental principles of medication safety (10 principles), types of medication orders (4 questions), and complications related to parenteral administration (6 items). * Categorization Activity (25 characteristics): A task involving the c

  • OtherStandard Training

    Following the theoretical instruction, they completed 4 hours of laboratory skills training on manikins under the guidance of an instructor, as well as 8 hours of clinical practice per week under the supervision of clinical charge nurses.

06

What researchers measure

Primary outcomes

  1. Students' knowledge of parenteral medication administration

    The primary outcome measures are students' knowledge of parenteral medication administration. Knowledge will be assessed using a post-test administered after the education and a follow-up test administered 15 days after the education. Scores will be compared between students receiving game-based education and those receiving standard education. Higher scores will indicate a higher level of knowledge. * Post-test knowledge score: The knowledge score obtained on the post-test after the education, compared between the game-based education and standard education groups. * 15-day follow-up knowledge score: The knowledge score obtained on the follow-up test 15 days after the education, compared between the two education groups.

    Time frame: Data collection and the intervention were conducted over a three-week period, from 23 April to 14 May 2026. Students' knowledge was assessed using a post-test after the intervention and a follow-up test 15 days after the education.

07

Study locations

1 site
  • Inonu University
    Malatya, Malatya 44000, Turkey (Türkiye)
08

References and documents

Publications

  • Chang YS, Hu SH, Kuo SW, Chang KM, Kuo CL, Nguyen TV, Chuang YH. Effects of board game play on nursing students' medication knowledge: A randomized controlled trial. Nurse Educ Pract. 2022 Aug;63:103412. doi: 10.1016/j.nepr.2022.103412. Epub 2022 Jul 13. PubMed 35926260 ↗

Individual participant data

Plan to share: No — Individual participant data will not be shared before publication to protect the originality and publication priority of the study. After publication, de-identified data will be made accessible in accordance with ethical and legal requirements.

09

Timeline

1 registry update since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reached

Ran from Apr 2026 to primary completion in Apr 2026, 0 months.

How these figures are worked out, and which studies are left out of them.

Registered
Oct 18, 2026
First posted
Oct 23, 2026
StartActual
Apr 23, 2026
Primary completionActual
Apr 30, 2026
CompletionActual
May 14, 2026
Last update
Oct 23, 2026
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
Registered
First appeared on the registry. No changes since
Oct 23, 2026
Show all 1 update
  1. Oct 23, 2026
    First appeared on the registry

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 ↗

10

Registry details

Key details

Study ID
NCT07892482
Lead sponsor
Zeliha CENGİZ
Responsible party
Zeliha CENGİZ (Associate Professor, Inonu University) — Sponsor-investigator
First posted
Oct 23, 2026
Start date
Apr 23, 2026
Primary completion
Apr 30, 2026
Completion
May 14, 2026
Last update
Oct 23, 2026

Oversight

FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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