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The Effect of Escape Room-Based Bladder Catheterization Training on Nursing Students' Academic Achievement, Problem-Solving Skills, and Motivation: A Mixed-Methods Study

The Effect of Escape Room-Based Bladder Catheterization Training on Nursing Students' Academic Achievement, Problem-Solving Skills, and Motivation: A Mixed-Methods Study

Status
Not yet recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07043257
Enrollment
100
Registered
2025-06-29
Start date
2025-07-01
Completion date
2025-07-05
Last updated
2025-06-29

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

Conditions

BLADDER CATHETERIZATION, ESCAPE ROOM, NURSING EDUCATION, NURSING STUDENTS

Keywords

NURSING EDUCATION, BLADDER CATHETERIZATION, ESCAPE ROOM, MOTIVATION, PROBLEM-SOLVING SKILLS

Brief summary

This study aims to examine the effect of escape room-based training on nursing students' academic achievement, problem-solving skills, collaborative learning, and motivation levels in bladder catheterization education. A mixed-methods design will be used. Participants will be randomly assigned to either an experimental group receiving game-based escape room training or a control group receiving traditional instruction. Pre-test and post-test assessments will be conducted using validated measurement tools. The study also includes qualitative data to explore students' experiences and perceptions regarding the educational method used. This research seeks to contribute to innovative educational practices in nursing skills training.

Interventions

BEHAVIORALEscape Room-Based Bladder Catheterization Training

This intervention involves an escape room-based educational strategy designed to teach bladder catheterization to nursing students. The method includes interactive puzzles, clinical problem-solving tasks, and scenario-based simulations. The training promotes engagement, teamwork, and application of theoretical knowledge in a gamified learning environment.

BEHAVIORALTraditional Bladder Catheterization Training

This intervention includes standard bladder catheterization training based on traditional teaching methods. The students will receive theoretical instruction through lectures and demonstration-based simulation without interactive or gamified components.

Sponsors

Agri Ibrahim Cecen University
Lead SponsorOTHER

Study design

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

Eligibility

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

Inclusion criteria

* Nursing students enrolled in a clinical skills course * Voluntarily agree to participate * No prior formal catheterization training

Exclusion criteria

* Students who miss training sessions * Students with previous experience in escape room-based learning

Design outcomes

Primary

MeasureTime frameDescription
Academic AchievementAt Baseline, immediately after the interventionAcademic achievement will be measured using a researcher-developed theoretical and practical knowledge test on bladder catheterization. The test includes multiple-choice and skill-based items aligned with clinical guidelines. Higher scores indicate greater knowledge and procedural competence.
Problem-Solving AbilityAt Baseline, immediately after the interventionProblem-solving skills will be assessed using the Problem Solving Inventory (Heppner & Petersen). This validated scale measures students' perceptions of their problem-solving ability. Higher scores indicate lower perceived problem-solving ability (reverse scoring will be considered in interpretation).
Motivation LevelAt Baseline, immediately after the interventionStudents' motivation will be measured using the Motivation Scale for Game-Based Learning Strategies, originally developed by Manzano-León et al. (2021) and adapted into Turkish by Küçükibiş and Eskiler (2022). The scale evaluates students' motivation across various dimensions related to game-based learning environments using Likert-type items. A higher total score indicates a higher level of motivation toward learning through gamification.

Contacts

Primary ContactTUGCE KABAK SOLAK, RESEARCH ASSİSTANT
tkabak@agri.edu.tr+90544 710 2355

Outcome results

None listed

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