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Serious Game for Improving Targeted Temperature Management Knowledge and Situational Awareness in Critical Care Nurses

Effectiveness of Serious Game on Facilitating Targeted Temperature Management Knowledge and Situational Awareness Among Critical Care Nurses

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07239206
Enrollment
120
Registered
2025-11-20
Start date
2026-01-19
Completion date
2026-12-31
Last updated
2026-01-22

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

Conditions

Cardiac Arrest, Nursing Education, Serious Game, Targeted Temperature Management

Keywords

Targeted temperature management, Serious game

Brief summary

This randomized controlled trial aims to evaluate the effectiveness of a serious game in improving targeted temperature management (TTM) knowledge and situational awareness among critical care nurses. A total of 120 nurses from adult intensive care units will be randomly assigned to either a control group receiving traditional lecture-based teaching or an experimental group receiving lecture-based teaching combined with a digital serious game. Outcomes will be measured using a TTM knowledge test, a situational awareness scale, and a system usability scale. The findings will provide evidence for the use of serious games as an innovative educational strategy to enhance post-resuscitation care quality and patient safety.

Detailed description

Targeted temperature management (TTM) is an evidence-based neuroprotective strategy recommended for patients resuscitated after cardiac arrest. Despite its clinical importance, critical care nurses often lack sufficient knowledge and situational awareness to effectively implement TTM, due to limited exposure to relevant cases and time constraints in training. Conventional teaching methods, while beneficial, face challenges such as limited resources, time, and opportunities for repeated practice. Serious games, which integrate educational content with interactive digital game elements, offer a flexible and engaging learning tool that enables repeated practice in a safe, simulated environment. Previous studies have shown that serious games can enhance learners' motivation, knowledge retention, and decision-making skills. This study will develop and implement a serious game specifically designed for TTM education. The randomized controlled trial will enroll 120 intensive care unit nurses, randomly allocated into two groups: the control group will receive lecture-based teaching with case discussion, while the experimental group will receive the same content supplemented with the serious game for additional practice. All participants will complete a pre-test, a post-test one week after the intervention, and a follow-up test at six weeks. The primary outcome will be the improvement in TTM knowledge, and secondary outcomes will include situational awareness and system usability (experimental group only). The study is expected to provide evidence that serious games are an effective and scalable strategy for enhancing TTM-related knowledge and situational awareness, thereby supporting better quality of post-resuscitation care and patient safety.

Interventions

BEHAVIORALSerious Game Intervention

A digital serious game designed to train critical care nurses in targeted temperature management (TTM). The game features case-based simulations, interactive decision-making, and real-time feedback to improve clinical reasoning and situational awareness.

BEHAVIORALLecture-based Education

Standard lecture-based teaching covering the principles, procedures, and nursing care of targeted temperature management (TTM). Participants in this group do not receive the serious game component.

Sponsors

National Taiwan University Clinical Trial Center
Lead SponsorOTHER

Study design

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

Masking description

Participants are blinded to group assignment until the intervention begins. Investigators are aware of allocation to deliver the assigned teaching method.

Intervention model description

Participants will be randomly assigned into two parallel groups. The experimental group will receive lecture-based teaching combined with a digital serious game intervention, while the control group will receive lecture-based teaching with case discussion only. Randomization will be performed at the beginning of each class session to ensure balanced group allocation.

Eligibility

Sex/Gender
ALL
Age
20 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* Registered nurses currently working in adult intensive care units (medical, surgical, or mixed ICUs). * Able to read and understand Chinese. * Willing to participate and provide informed consent. * Available to complete pre-test, post-test, and follow-up assessments.

Exclusion criteria

* Nurses working in pediatric or neonatal ICUs. * Nurses holding administrative or supervisory positions (non-clinical). * Nurses currently participating in other TTM-related educational or research programs. * Individuals unable to complete the intervention or evaluation schedule.

Design outcomes

Primary

MeasureTime frameDescription
Change in Targeted Temperature Management (TTM) Knowledge ScoreBaseline (pre-test), 1 week after intervention, and 6 weeks after interventionTTM knowledge will be assessed using a validated 16-item multiple-choice questionnaire developed based on current clinical guidelines. Scores range from 0 to 100, with higher scores indicating greater knowledge of targeted temperature management principles and nursing care.
Change in Situational Awareness (SA) ScoreBaseline, 1 week after intervention, and 6 weeks after interventionSituational awareness will be measured using a 11-item Likert scale (1-5) questionnaire assessing perception, comprehension, and projection dimensions. Total scores range from 12 to 60, with higher scores indicating greater situational awareness in clinical TTM scenarios.
System Usability Scale (SUS) Score1 week after intervention (experimental group only)The usability of the serious game will be evaluated using the 10-item System Usability Scale (SUS). Scores range from 0 to 100, with higher scores indicating better system usability and learner satisfaction.

Countries

Taiwan

Contacts

CONTACTHUI-YI LI
bicky05@ntuh.gov.tw0920867591

Outcome results

None listed

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