RecruitingNot ApplicableNCT07125131

Gamification-Enhanced Problem-Based Learning

Effects of "Gamification-Enhanced Problem-Based Learning" on Critical Thinking Disposition, Metacognitive Awareness and Clinical Competence Among Nursing Students in Hong Kong


Sponsor

The University of Hong Kong

Enrollment

100 participants

Start Date

Dec 13, 2024

Study Type

INTERVENTIONAL

Conditions

Summary

The goal of this randomized controlled trial is to compare the effects of "Gamification-Enhanced Problem-Based Learning" and a lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence among nursing students of enrolled nurse in higher diploma education in Hong Kong. The main questions it aims to answer are: 1. What is the level of critical thinking disposition, metacognitive awareness and clinical competence of nursing students of enrolled nurse in higher diploma education in Hong Kong? 2. What is the relationship of clinical competence is related to critical thinking disposition and metacognitive awareness among nursing students of enrolled nurse in higher diploma education in HK? 3. What are the effects of "Gamification-Enhanced Problem-Based Learning" and lecturing approach on critical thinking disposition, metacognitive awareness and clinical competence among nursing students of enrolled nurse in higher diploma education in Hong Kong? Participants will receive five sessions of "Gamification-Enhanced Problem-Based Learning" for five weeks.


Eligibility

Min Age: 18 Years

Inclusion Criteria5

  • aged 18 or above;
  • year 2 nursing students from full-time program;
  • education level post-secondary school or above;
  • consent given to participate voluntarily in this study;
  • participants who could read and write Chinese.

Exclusion Criteria2

  • healthcare working experience prior to enrollment into the undergraduate nursing program;
  • repeater.

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Interventions

OTHERGamification-Enhanced Problem-Based Learning

An educational intervention combines principles of problem-based learning (PBL) with game design elements including scores, leaderboards, digital badges, challenges, immersive experiences, feedback and rewards into problem-based learning.

OTHERConventional didactic lecture (usual practice)

A didactic teaching approach in which course content is delivered to nursing students primarily through PowerPoint presentation by lecturer.


Locations(1)

School of Nursing, Hong Kong Sanatorium & Hospital

Hong Kong, Hong Kong

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NCT07125131


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