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Escape Room Game in Oncology Nursing

The Effect of the Escape Room Game on Students' Academic Self-Efficacy and Critical Thinking: An Oncology Nursing Course Example

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06181058
Enrollment
42
Registered
2023-12-26
Start date
2023-12-25
Completion date
2023-12-26
Last updated
2024-03-06

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

Conditions

Education, Oncology

Keywords

game, self efficacy, thinking, student, oncology nursing, education

Brief summary

This research will be conducted to evaluate the effect of the escape room game activity applied to nursing students taking oncology nursing courses on their academic self-efficacy and critical thinking motivation.

Detailed description

Considering the characteristics of cancer patients and the complexity of care, it is essential to include a separate oncology nursing course in the education curriculum to increase the qualifications of nursing students. During undergraduate nursing education, clinical practices for care in oncological diseases are limited. New approaches are needed that will contribute to increasing the effectiveness of the educational processes of nursing students. Escape room game-based educational approaches, which have begun to be used in nursing education in recent years, are presented as an example of this situation. Escape games are defined as a type of student-centered activity designed to improve students' learning and skills in professional development programs. The main purpose of using escape games in nursing education is to create practice environments where students will gain clinical decision-making competence in order to provide safe and qualified patient care services. This research was designed to determine the effect of the escape room game applied to students taking oncology nursing courses on their academic self-efficacy and critical thinking motivation.

Interventions

Participants will be informed about the game (15 minutes). They will complete the game by solving puzzles within the framework of the oncology patient scenario (approximately 30 minutes). There will be a debriefing session at the end of the escape game (15 minutes).

Sponsors

Ankara Yildirim Beyazıt University
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Intervention model description

The participant list will be uploaded to a program and teams of 6-8 people will be formed with random names. The participant list will be uploaded to a program and teams of 6-8 people will be formed with random names. Each team will play the escape game.

Eligibility

Sex/Gender
ALL
Age
18 Years to 40 Years
Healthy volunteers
Yes

Inclusion criteria

* Being enrolled in the Oncology Nursing course and volunteering to participate in the study

Exclusion criteria

* Not completing the game during the escape room game and/or filling in the scales and forms incompletely

Design outcomes

Primary

MeasureTime frameDescription
Academic Self-Efficacy ScaleFirst assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game.The scale consists of 4 sub-dimensions and 14 items. An increase in the score obtained indicates that the student's academic self-efficacy also increases.

Secondary

MeasureTime frameDescription
Critical Thinking Motivation ScaleFirst assessment; after the pre-briefing, immediately before the game. Second assessment; immediately after the debriefing, approximately 15 minute after the game .This scale was developed to provide information about motivation for a specific critical thinking task. The scale consists of 19 Likert-type items ranging from 1 to 6 (1 = I Strongly Disagree and 6 = I Strongly Agree). The scale consists of two main sub-dimensions named expectation and value. An increase in the score obtained from the scale indicates that the student's critical thinking motivation has increased.
Game-X ScaleImmediately after the debriefing, approximately 15 minute after the game.The scale was developed in 2018 to evaluate game experiences. In this scale, factors covering six dimensions namely absorption, enjoyment, activation, creative thinking, absence of negativity and dominance. The scale consists of 27 questions and 6 sub-dimensions. The scale is Likert type and responses are scored between 1 (never) and 5 (always). An increase in the score obtained indicates that the gaming experience is positive.

Countries

Turkey (Türkiye)

Outcome results

None listed

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