The Effect of Serious Game and Video-Assisted Education on Nursing Students

NACompletedINTERVENTIONAL
Enrollment

99

Participants

Timeline

Start Date

June 15, 2023

Primary Completion Date

June 25, 2023

Study Completion Date

April 15, 2025

Conditions
Nursing Students
Interventions
BEHAVIORAL

Intervention 1

The students in the serious game group were asked to download the drug applications serious game to their phones. They were asked to play the game for two weeks. The students continued to play the game at any time and as often as they wanted until they won at least one gold medal for each application. At the end of the 2nd week, a questionnaire form and VAS scale were applied to the students to evaluate the post-test data and their satisfaction levels with the game. The collected data were analysed to understand the different dimensions of game satisfaction and to assess overall satisfaction levels.

BEHAVIORAL

Intervention 2

A WhatsApp group was established to maintain communication with the students in the video-supported education group. After the pre-test data were collected, the students were introduced to the ed-puzzle web page where they could watch the application videos and were asked to register to the system. No fee was paid to register to the ed-puzzle web page. Students were given the opportunity to watch the videos on the ed-puzzle web page for 2 weeks and answer the questions. Each student was allowed to watch the videos at least once until they answered all the questions correctly. The number of videos watched was monitored by the researcher. At the end of the 2nd week, post-test data were collected from the students.

Trial Locations (1)

44280

Inonu University, Malatya

All Listed Sponsors
lead

Inonu University

OTHER