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Gamified Flipped Class Room and Nursing Students' Skills Competency and Confidence

M

Mansoura University

Status

Completed

Conditions

Education, Nursing Students
Gamified Flipped Classroom

Treatments

Other: gamified flipped classroom

Study type

Interventional

Funder types

Other

Identifiers

NCT04859192
MansouraN

Details and patient eligibility

About

one of the primary components of effective teaching is student engagement and that engagement is critical for learning

Full description

In order to increase motivation, it is necessary to eliminate the factors that create boredom and to transform the lectures into a more enjoyable environment. In recent years, the gamification strategy has been used in order to intrigue the students, and to increase their motivation for learning. Gamification is a system that implements game design components on out-of-game contexts and alters the subjects' behaviors.

Enrollment

128 patients

Sex

All

Ages

18+ years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • agree to participate.
  • Registered fundamental II in second semester year (2020-2021).
  • Have access to network at home.

Exclusion criteria

  • • Previously enrolled in fundamental II course

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

128 participants in 2 patient groups

study group
Experimental group
Description:
For 6 weeks, students in study group will receive their routine flipped classroom in addition to gamified activities that they are required to complete before class session.
Treatment:
Other: gamified flipped classroom
control group
No Intervention group
Description:
The control group will not receive any intervention only their routine flipped classroom education

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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