Skip to content

Gamification and Augmented Reality in Mechanical Ventilation Teaching for Nursing Students

Effect of Using Gamification and Augmented Reality in Mechanical Ventilation Teaching on Nursing Students' Knowledge, Motivation, and Self-Efficacy: A Randomized Controlled Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05570799
Enrollment
410
Registered
2022-10-07
Start date
2022-10-25
Completion date
2022-12-30
Last updated
2023-01-09

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

Conditions

Augmented Reality, Gamification

Keywords

Gamification, Augmented reality, knowledge, self-Efficacy, motivation, Mechanical Ventilation Teaching, Critical Care Nursing

Brief summary

This study is designed to examine the effect of using gamification and augmented reality in mechanical ventilation teaching on Critical Care Nursing students' knowledge, self-efficacy, and motivation.

Detailed description

A pretest-posttest, prospective, randomized controlled trial will be conducted. Random assignment will place participants in either the experimental group using augmented reality games or the control group using traditional lectures (control group). 1. Preparation of Augmented Reality Models * Mechanical ventilator handout will be developed by the authors. This handout will be including images of physiology of respiration, mechanical ventilator machines, ventilator graphs, and ventilator settings. * An augmented reality (AR) mobile application with image based AR will be used by the participants in the experimental group. The three-dimensional (3D) virtual models and images will be shown in the AR handout, and the participants could display the objects on the mobile screen with the use of a marker on the page of the AR handout using the camera in the mobile app. 2. Preparation of Kahoot Game * A teacher account was constructed on Kahoot after signing up at https://kahoot.com. * A Kahoot quiz with 20 multiple-choice questions and pictures will be constructed at https://create.kahoot. Only one correct option will be possible for each of the 20 questions. * When a quiz is created and opened in Kahoot. * The students access to Kahoot within the classical game mode (Player vs Player 1:1 Devices). * A typical session of Kahoot involves 200 students playing the game. * Once each teaching unit is completed, students will be asked to actively participate in the classroom using Kahoot. * Once all of the players' names have appeared on the screen, the teacher presses START to begin the quiz. * Students' responses and the scores' calculation will be automatically stored in the database. * After the test is finished, a report of the results will be created and made available for download to the researcher. Data Collection Procedure The study will be conducted between October 20, 2022 and December 30, 2022. * The students in experimental group received a 30 minutes augmented reality games training for mechanical ventilator using a 3D images and videos. * The control group will be learned with the traditional materials in which the teacher will give online lectures regarding the mechanical ventilation utilizing PowerPoint presentation through Microsoft Teams platform. * The self-administered questionnaires of knowledge, self-efficacy and motivation survey will take 15 minutes to complete for each participant via an online form. The pretest for both groups will be administered on the first day of the study, and the post-test will be administered immediately after and after three weeks of the intervention. * Three weeks after the baseline measurements, knowledge, self-efficacy and Motivation Survey will be assessed again.

Interventions

OTHERAugmented Reality and Kahoot game learning

* An augmented reality (AR) mobile application with image based will be used by the participants in the experimental group. * Also, students will participate in Kahoot game. Students will participate in the game using their own devices by going to https://kahoot on their phones and entering their password and password.

Sponsors

Damanhour University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
DOUBLE (Investigator, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
19 Years to 22 Years
Healthy volunteers
No

Inclusion criteria

* Third-year nursing students enrolled in the course of Critical Care Nursing (I) for the first time; * Smartphone owners and users; those who have internet access; * Those who understood the goal and nature of the study and voluntarily agreed to participate

Exclusion criteria

* Prior experience in mechanical ventilation * Refusal to participation

Design outcomes

Primary

MeasureTime frameDescription
Mechanical ventilation knowledge testthrough study completion, an average of 4 weeksIt is a self-administered questionnaire that will be developed and used to assess students. The knowledge questionnaire contained 20 multiple choice questions
Self-efficacythrough study completion, an average of 4 weeksIt was created using a five-step nursing process: clinical nursing skill assessment, problem diagnosis, clinical nursing skill preparation, skills performance, and evaluation.
Motivation Surveythrough study completion, an average of 4 weeksLearning motivation was evaluated using a tool based on the Instructional Materials Motivation Scale (IMMS). The IMMS will be utilized to measure motivation-related problems in the self-directed learning of students.

Secondary

MeasureTime frameDescription
Students' opinionsthrough study completion, an average of 4 weeksTo investigate students' opinions on game based learning strategy, a survey consisting of 4 items was conducted at the end of the retention test: ''To what extent were you motivated to learn? To what extent did you gain knowledge on mechanical ventilation? Did you find the mechanical ventilation game or lecture interesting? Did you enjoy the mechanical ventilation game or lecture?'' The first 2 items are rated on a 5-point Likert-scale from 1 (strongly disagree) to 5 (strongly agree), the last 2 items are answered with yes or no.

Countries

Egypt

Outcome results

None listed

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