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The Effect of Taboo Game-Based Reinforcement on Medication Instruction

The Effect of Taboo Game-Based Reinforcement on Medication Instruction

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07728110
Enrollment
111
Registered
2026-07-27
Start date
2026-04-02
Completion date
2026-06-17
Last updated
2026-07-27

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

Conditions

No Medical Condition

Keywords

taboo, emergency medicines, nursing students, game

Brief summary

Pharmacology courses are included in nursing curricula, and education on drug knowledge and drug administration is provided in basic nursing courses from the first year of education. However, research shows that students' knowledge of drugs is not at the desired level. Today, in addition to classical methods, different methods are also used to evaluate information. Game-based approaches are frequently used in nursing for both learning and evaluating information. Escape rooms, digital games, simulation-based games, role-playing, puzzle games, and Kahoot are among the methods used in education . Studies have shown that when gamification is used in education and student evaluation, the recall of information is also at a better level. This research aims to determine the effect of reinforcing nursing students' knowledge of frequently used medications in emergency departments with the Taboo game and the classic question-and-answer method on learning and information recall.

Interventions

OTHERGame

Using taboo game

OTHERQuestion-and-answer method

Using the question-and-answer method as reinforcement.

Sponsors

Ankara Medipol University
Lead SponsorOTHER
Siirt University
CollaboratorOTHER

Study design

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

Eligibility

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

Inclusion criteria

* Being a second-year nursing student * Participating in volunteer work * Knowing Turkish

Exclusion criteria

* Wanting to quit the job

Design outcomes

Primary

MeasureTime frameDescription
Knowlegde test resultsBaselineKnowledge Test (included 25 questions)

Secondary

MeasureTime frameDescription
Knowlegde test results and scale resultsTest was performed after the second intervention, with the two interventions administered one week apartKnowledge Test (included 25 questions on 100 points), Gameful Experience Scale (min:27, max:135) (for only game group), Satisfaction Survey with VAS (10 point)

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 28, 2026