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Comparison of the Effects of the Education Given to Nursing Students by Gamification Method and Flipped Learning Method on the Level of Participation, Attitude, Interest and Motivation

S

Sakarya University

Status

Completed

Conditions

Educational Problems

Treatments

Behavioral: Gamification method group
Behavioral: Flipped learning group

Study type

Interventional

Funder types

Other

Identifiers

NCT05711420
SakaryaU-metinyildiz-002

Details and patient eligibility

About

In this study, it is aimed to compare the effects of the education given to nursing students with the gamification method and the flipped learning method on the level of participation, attitude, interest and motivation.

The research was conducted as a randomized controlled experimental study. The study population consisted of 110 student between October 2022 and January 2023, and the sample of the research consisted of 90 individuals selected from the population using the improbable random sampling method. "Descriptive Feature Form," "Teaching Material Motivation Scale," "Course Interest Scale", Attitude Scale Towards Learning and ''absence charts'' were used to collect data.

In the analysis of data; percentile distribution, chi-square, Fisher- Exact test, t-test in independent groups, Repeated Measures ANOVA Test, One Way ANOVA test, and post hoc analyzes (Bonferroni, Games Howell) were used.

Enrollment

90 patients

Sex

All

Ages

18+ years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • To be a student,
  • 18 years and older
  • Volunteer

Exclusion criteria

  • Students who are not required to attend the course are not included.

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

90 participants in 3 patient groups

Gamification method group
Experimental group
Description:
The group to be trained by gamification method; A gamification application was made every week. Points are given in the table prepared for those who are successful in weekly participation in gamification, coming to the lesson with their homework done, participating in the discussions in the lesson, and in the evaluation at the end of the lesson. Every week, the winner was given a gift. At the end of the lesson, the points in the headings of "Leaderboard", "Badge" and "Status", which are the elements of the gamification method, were added weekly. And in the last week, a meeting was held with the students according to all scores and a post-test was applied.
Treatment:
Behavioral: Gamification method group
Flipped learning group
Experimental group
Description:
Before the study, videos were found each week that lecture on the relevant subject, videos were shot on the subject, and the videos were transferred to the students via a platform. At the end of each video, they were told to complete the homework on the subject and come to the lesson. In the lesson, the lesson was processed with activities according to the videos.
Treatment:
Behavioral: Flipped learning group
Control group
No Intervention group
Description:
Lessons were taught with traditional learning method.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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