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COMPLETED
NCT06344754
NA

Gamification in Family Planning Education: Impact on University Students

Sponsor: Lokman Hekim University

View on ClinicalTrials.gov

Summary

Family planning education is an important component of sexual and reproductive health education for young people. Innovative educational approaches, including gamification, may support student engagement and learning in family planning education. This study examined changes in family planning knowledge and attitudes among first-year undergraduate midwifery students following participation in a gamified escape room-based family planning educational activity. The study used a single-group quasi-experimental pretest-posttest design with a two-month follow-up. Participants completed a Genially-based digital escape room consisting of three progressively challenging levels. Family planning knowledge was assessed at baseline and immediately after the educational activity, while family planning attitudes were assessed at baseline, immediately after the activity, and at the two-month follow-up.

Official title: The Effect of Family Planning Education Delivered With the Gamification Method on the Knowledge and Attitudes of University Students

Key Details

Gender

FEMALE

Age Range

Any - Any

Study Type

INTERVENTIONAL

Enrollment

38

Start Date

2024-03-15

Completion Date

2024-05-15

Last Updated

2026-09-23

Healthy Volunteers

Yes

Interventions

BEHAVIORAL

Gamified Escape Room-Based Family Planning Education

Participants individually completed a Genially-based digital escape room on family planning using their own smartphones or tablets and headphones in a face-to-face classroom setting. The intervention consisted of three progressively challenging levels: Apprentice Planner, Journeyman Planner, and Master Planner. Activities included matching, true/false questions, and scenario-based tasks. Participants were required to answer correctly before progressing; incorrect responses prevented progression until the correct response was identified. Embedded clues were available within the digital environment. A digital badge was awarded after successful completion of each level, and participants received the "Master Planner" title after completing the final level. The activity lasted approximately 20 minutes.

Locations (1)

Lokman Hekim University

Ankara, Ankara, Turkey (Türkiye)