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Gamification Versus E-Learning for Electrocardiogram Education

Comparing the Effectiveness of Gamification Educational Method and E-learning Educational Method

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07646236
Enrollment
297
Registered
2026-06-12
Start date
2020-07-14
Completion date
2020-12-23
Last updated
2026-06-15

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

Conditions

Clinical Competence, Electrocardiography (ECG)

Keywords

ECG Interpretation, Nursing Education, Nursing Students, Nurses, Board Game, Learning Confidence, Learning Satisfaction, Gamification

Brief summary

This randomized controlled study aims to compare the effectiveness of a gamification educational method and an e-learning educational method for electrocardiogram (ECG) education. Nursing students and novice nurses are randomly assigned to either a gamified learning group or an e-learning group. The study evaluates whether the gamification approach improves ECG knowledge, learning confidence, and learning satisfaction compared with conventional e-learning instruction.

Detailed description

Electrocardiogram (ECG) interpretation is an essential competency for nursing students and novice nurses. Traditional educational approaches, including lecture-based and self-directed e-learning methods, may not fully engage learners or promote active participation. Gamification has emerged as an innovative educational strategy that incorporates game elements into learning activities to enhance motivation, engagement, and knowledge acquisition. This randomized controlled study was conducted to compare the effectiveness of a gamification educational method with a conventional e-learning educational method for ECG education. Participants were assigned to either a gamification group or an e-learning group. The gamification intervention incorporated interactive learning activities designed to facilitate active participation and reinforce ECG learning concepts, whereas the comparison group received self-directed e-learning instruction. The study was designed to evaluate whether gamification could improve learning outcomes and provide evidence for the application of innovative educational strategies in nursing education and clinical training programs.

Interventions

BEHAVIORALGamification Educational Method

Participants received electrocardiogram education through a self-directed e-learning educational method using online educational materials and instructional content.

BEHAVIORALE-learning Educational Method

Participants received electrocardiogram education through a self-directed e-learning educational method using online educational materials and instructional content.

Sponsors

Taiwan Municipal An-Nan Hospital-China Medical University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 65 Years
Healthy volunteers
Yes

Inclusion criteria

* Nursing students who completed medical-surgical nursing coursework * Newly graduated nurses undergoing clinical orientation * Able to understand study procedures * Willing to provide informed consent

Exclusion criteria

* Previous participation in the study * Failure to complete study questionnaires * Declined participation

Design outcomes

Primary

MeasureTime frameDescription
Electrocardiogram Knowledge Questionnaire ScoreImmediately before and immediately after the interventionMeasured using a 20-item electrocardiogram knowledge questionnaire. Scores range from 0 to 20, with higher scores indicating greater ECG knowledge.

Secondary

MeasureTime frameDescription
Learning Confidence Scale ScoreBaseline and immediately after completion of the educational interventionThe Learning Confidence Score Scale consists of 5 questions, designed to measure a participant's confidence in interpreting ECGs and applying them clinically after completing an ECG course. A 0-100mm line is divided into 100 divisions, marked with a scale from 1 to 100, where 0 represents no confidence and 100 represents full confidence. The test subject quantifies their self-perceived visual score from 0 to 100.
Learning Satisfaction Questionnaire ScoreImmediately after completion of the educational interventionThis questionnaire includes key evaluation points for teaching effectiveness, such as lesson planning, teaching material presentation, teaching strategies, teaching assessment, and teaching atmosphere. It comprises 13 questions and uses a Likert scale, with 1 point for "very dissatisfied" and 5 points for "very satisfied." The total score ranges from 13 to 65 points, with higher scores indicating higher course satisfaction.

Countries

Taiwan

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jun 16, 2026