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The Effect of Game-Based Learning on Kinesiophobia

N

Necmettin Erbakan University

Status

Completed

Conditions

Learning

Treatments

Other: Routine Physiotherapy Education
Other: Game-Based Learning Training on Approaching Patients With Kinesiophobia

Study type

Interventional

Funder types

Other

Identifiers

NCT07334899
NEU-PT2025-06

Details and patient eligibility

About

Aim:

The aim of this study was to evaluate the impact of innovative teaching methods applied in the "Physiotherapy and Innovation" course conducted during the 2024-2025 spring semester on physiotherapy students' learning experiences, and to describe the process of developing and exhibiting student-designed materials at the end of the course.

Method:

The study was carried out with 45 third-year students enrolled in the Department of Physiotherapy and Rehabilitation at Necmettin Erbakan University, Faculty of Health Sciences. The course was enriched with project-based learning, group brainstorming sessions, prototype development, presentations, and feedback meetings in line with innovative teaching principles. At the end of the semester, students designed prototypes of innovative tools, exercise materials, or educational aids applicable in the field of physiotherapy. The developed materials were presented at the "Innovative Physiotherapy Materials Exhibition" organized within the university.

Full description

The use of games in health education dates back to the 1980s .The emergence of game development for improving the clinical application characteristics of products in health education. Game rules designed for education should include elements such as goals, problem-solving, critical thinking, winning ability, content, competition, and fun. Games are used in many health education fields such as formality, midwifery, physiotherapy, gerontology, pharmacology, and more. Although individual education is increasingly common in health education today, active learning methods may be preferred over traditional teaching methods. Therefore, game-based learning environments have led to better learning compared to traditional teaching methods. Openable milk cartons are available. In the field of health, in today's conditions where science and technology are rapidly centralized, and knowledge, skills, and attitudes are constantly updated, educational activities should be designed in a way that is appropriate for the age. Students can learn and teach while having fun by designing games as universal educational materials. In line with this need, in Physiotherapy and Rehabilitation education, different training methods are available in student training according to the physiotherapist's various patient approaches. The effect of determining the effect of play-based learning in the kinesiophobic game of these effective Physiotherapy and Rehabilitation centers is still being determined.

Enrollment

94 patients

Sex

All

Ages

18 to 40 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Being a physiotherapy and rehabilitation student
  • Volunteering to participate in the study
  • For the education group, volunteering to participate in the game-based learning training on approaching patients with kinesiophobia

Exclusion criteria

  • Inability to understand, read, or communicate in Turkish
  • Failure to participate in any stage of the study (e.g., pre-test, in-class education session, or post-test)
  • Requesting withdrawal from the study

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

94 participants in 2 patient groups

Education group
Experimental group
Description:
Participants in the education group received a 14-week structured training program based on game-based learning focused on approaching patients with kinesiophobia, in addition to their standard physiotherapy curriculum. The training was delivered face-to-face and included interactive and scenario-based educational activities designed to improve students' knowledge, awareness, and clinical attitudes toward patients with kinesiophobia.
Treatment:
Other: Game-Based Learning Training on Approaching Patients With Kinesiophobia
Control group
Experimental group
Description:
Participants in the control group continued with the standard physiotherapy curriculum for 14 weeks and did not receive any additional training related to game-based learning or approaching patients with kinesiophobia during the study period.
Treatment:
Other: Routine Physiotherapy Education

Trial contacts and locations

2

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Data sourced from clinicaltrials.gov

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