Skip to content

The Effects of Board Game in Learning Medication Knowledge Among Nursing Students

The Effects of Board Game in Learning Medication Knowledge Among Nursing Students

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04236024
Enrollment
69
Registered
2020-01-22
Start date
2020-09-29
Completion date
2021-02-28
Last updated
2021-03-03

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Knowledge

Keywords

Nursing students, Board game, Medication knowledge

Brief summary

Background: Maintaining patient safety is one of the primary tasks of a professional nurse. Correct identification of medicine, understanding of pharmacological mechanisms and side effects are the basic academic knowledge that each nurse must possess. Therefore, it is an important duty for nursing teachers to teach students the knowledge of drugs and use them correctly in clinical practice. In this way, the safety of patients can be guaranteed and the quality of care can be improved. Board games have been used for study in different subjects, and they all have visible effects. Their competitive and entertaining qualities make learning more interesting and allow students to learn in a pleasant atmosphere. Therefore, the purpose of this study is to examine the effectiveness of using board games to teach medication knowledge to nursing students. Methodology: This is a randomized controlled trial study. Convenience sampling will be applied in one university in Northern Taiwan.It is expected that 60-100 participants will be recruited and randomly assigned to the experimental group and comparison group by computer. The experimental group will use board game to learn medication, while the comparison group will be taught in a traditional way. The questionnaires will be conducted before the intervention, after the intervention, and one month later. The time for completing questionnaire is about 5\ 15 minutes. The questionnaires include demographic information, medication knowledge questionnaire, and learning satisfaction questionnaire. This study will use SPSS 22.0 software for data analysis, including frequency, percentage, mean, standard deviation, t-test, chi-square, and generalized estimation equation (GEE). Expected results: This study will be able to understand the effects of board games in learning medication among nursing students.

Interventions

The students in the experimental group will play board game to learn medication about 30-60 minutes.

The students in the comparison group will receive medication lecture using PPT slides about 30-60 minutes.

Sponsors

Taipei Medical University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

Nursing student The student who has not yet taken a practicum course

Exclusion criteria

The student who had already taken a pharmacology course or is taking a pharmacology course.

Design outcomes

Primary

MeasureTime frameDescription
Change from Baseline Medication knowledge at 1 monthThe data will be collected at baseline,immediately after the intervention, and one month after the intervention.This self-developed questionnaire which was validated by 5 experts will be used to understand students' medication knowledge level. The questionnaire includes 20 questions, 1 point for correct answers, 0 points for incorrect answers or not knowing, the total score is between 0 and 20 points, the higher the score represent the higher understanding of medical knowledge.

Secondary

MeasureTime frameDescription
Learning satisfaction questionnaireThe data will be collected immediately after the intervention.This self-developed questionnaire which was validated by 5 experts will be used to understand students' sanctification level regarding learning through board game or traditional lecture.The questionnaire consists of 8 questions. It is scored using the Likert scale 5 points method. 1 point is strongly disagreeable, 2 points are disagreeable. 3 points are generally agreed. 4 points are agreed. The total score is between 8-40 points, a higher score indicates that the student is more satisfied with the teaching method.

Countries

Taiwan

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026