Chaudhary Sabina, Singh Adarsh Lata
Department of Nursing, Unique Medical College & Teaching Hospital, Rajbiraj, Saptari, Nepal.
Department of Dermatology, Jawaharlal Nehru Medical College, DMIHER, Wardha, Maharashtra, India.
PLoS One. 2025 Jul 7;20(7):e0325300. doi: 10.1371/journal.pone.0325300. eCollection 2025.
In today's fast-paced healthcare environment, self-directed learning is essential for healthcare professionals to stay updated and provide optimal care. Game based learning has a potential of motivating students' engagement and creating fascinating self-directed learning environment for favorable outcome. This randomized controlled trial aims to investigate the impact of game-based learning as an innovative self-directed learning strategy compared to conventional self-directed learning strategy on knowledge acquisition, and self-directed learning abilities among nursing undergraduates based on Self-directed learning Instrument (SDLI) score.
This quantitative, randomized controlled trial will enroll and randomize 140 undergraduate nursing students in the experimental and control group using stratified random sampling and follow them for 12 weeks. Self-directed learning (SDL) orientation session will be conducted prior to the randomization for all the participants. After randomization, experimental group will undergo SDL with game-based learning and control group will undergo SDL with conventional learning for four weeks. Follow up sessions will be conducted once a week for a period of 4 weeks. Evaluation of impact of intervention will be assessed at four time points: preintervention, immediately postintervention, 4 weeks postintervention and 12 weeks postintervention using structured knowledge questionnaire, Self-Directed Learning Instrument (SDLI) and Cognitive, Affective and Psychomotor (CAP) perceived learning scale. ANOVA will be used to compare the variations in self-directed learning ability, perceived learning competency, and knowledge between two groups. Regression analysis will be conducted to explore the correlation between various independent variables and the dependent variables. Paired t-test will be used to analyze the variation between pre-test and post-test results, considering a p-value less than 0.05 to be statistically significant.
This trial aims to determine whether game-based learning as an innovative self -directed learning strategy is superior to conventional self-directed learning strategy in improving knowledge level and self-directed learning abilities of nursing undergraduates. This trial is approved by the Datta Megha Institute of Higher Education & Research, Institutional ethics committee (DMIHER(DU)/IEC/2023/141C). We plan to disseminate study results in peer-reviewed journals and international conferences.
Trial Registered Prospectively [CTRI/2024/01/061599].
在当今快节奏的医疗环境中,自主学习对于医疗专业人员紧跟最新知识并提供最佳护理至关重要。基于游戏的学习具有激发学生参与度并创造引人入胜的自主学习环境以实现良好效果的潜力。这项随机对照试验旨在研究与传统自主学习策略相比,基于游戏的学习作为一种创新的自主学习策略对护理本科生知识获取和自主学习能力的影响,评估依据为自主学习工具(SDLI)得分。
这项定量随机对照试验将通过分层随机抽样招募140名本科护理学生并将其随机分为实验组和对照组,对他们进行为期12周的跟踪。在随机分组前,将为所有参与者开展自主学习(SDL)指导课程。随机分组后,实验组将通过基于游戏的学习进行自主学习,对照组将通过传统学习方式进行自主学习,为期四周。后续每周进行一次为期四周的跟踪课程。将在四个时间点评估干预效果:干预前、干预后即刻、干预后4周和干预后12周,使用结构化知识问卷、自主学习工具(SDLI)以及认知、情感和心理运动(CAP)感知学习量表。将使用方差分析比较两组在自主学习能力、感知学习能力和知识方面的差异。将进行回归分析以探究各种自变量与因变量之间的相关性。将使用配对t检验分析测试前和测试后结果之间的差异,p值小于0.05被认为具有统计学意义。
本试验旨在确定基于游戏的学习作为一种创新的自主学习策略在提高护理本科生知识水平和自主学习能力方面是否优于传统自主学习策略。本试验已获得达塔·梅加高等教育与研究机构伦理委员会(DMIHER(DU)/IEC/2023/141C)的批准。我们计划在同行评审期刊和国际会议上传播研究结果。
前瞻性注册试验[CTRI/2024/01/061599]