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The integration of innovative educational approaches in nursing education has become increasingly crucial for enhancing learning outcomes. Among these approaches, virtual reality (VR)
Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills. By leveraging these technologies, educators seek to create an immersive and interactive learning experience that not only aligns with the demands of modern education but also addresses the unique challenges faced by nursing students in developing critical competencies. This research explores the potential impact of this integrated approach on nursing education, contributing valuable insights to the ongoing efforts to optimize teaching methodologies for future healthcare professionals.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| virtual reality Situation-Based Flipped Learning | Experimental | students exposed to virtual reality Situation-Based Flipped Learning |
|
| traditional teaching strategies | No Intervention | Students exposed to traditional Learning |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| virtual reality Situation-Based Flipped Learning | Behavioral | Situation-Based Flipped Learning, and Gamification have gained attention as promising tools to engage nursing students and promote a deeper understanding of complex concepts. This study aims to investigate the effectiveness of combining these strategies in a virtual reality Situation-Based Flipped Learning environment with elements of Gamification on nursing students' learning attitudes, problem-solving abilities, and empathetic skills. |
| Measure | Description | Time Frame |
|---|---|---|
| virtual reality Situation-Based Flipped Learning | Students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of Problem-Solving Ability measured by the Problem-Solving Ability scale (a higher score of more than 90) than those in traditional learning strategies | two months |
| virtual reality Based Gamification | students who were exposed to virtual reality Situation-Based Flipped Learning and Gamification exhibited a higher level of empathic understanding level measured by the Empathetic ability scale ( a higher score of more than15) than those in traditional learning strategies | two months |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| mohamed H atta | Contact | +202026609088 | mohamed-hussein@alexu.edu.com | |
| eman H taha, professor | Contact | +202026609088 | mohamed-hussein@alexu.edu.com |
| Name | Affiliation | Role |
|---|---|---|
| mohamed H atta | Faculty of nursing, Alexandria university, Egypt | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Alexandria university | Recruiting | Alexandria | Alexandria Governorate | 21913 | Egypt |
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| Type | Includes Protocol | Includes SAP | Includes ICF | Document Label | Document Date | Document Uploaded Date | Document File Name |
|---|---|---|---|---|---|---|---|
| Prot | Yes | No | No | Study Protocol | Jan 10, 2024 | Jan 10, 2024 | Prot_000.pdf |
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