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NOT YET RECRUITING
NCT07404501
NA

Gamified Approach To Burn Education

Sponsor: University of Sao Paulo General Hospital

View on ClinicalTrials.gov

Summary

The goal of this clinical trial is to evaluate whether different educational strategies can improve knowledge acquisition regarding burn prevention and first aid among students enrolled in a community-based preparatory course. The main questions it aims to answer are: Does participation in a serious digital game improve knowledge about burn prevention and first aid compared with a traditional lecture? Researchers will compare a serious digital game with a face-to-face educational lecture to determine differences in knowledge acquisition and participant satisfaction between the two educational approaches. Participants will: Receive a brief (5 minutes) standardized introductory explanation about basic concepts of burns; Be randomized to participate in either a serious digital game or a face-to-face educational lecture; Complete knowledge assessment questionnaires prior to and after the intervention; Complete a satisfaction questionnaire; Attend a follow-up assessment two weeks after the intervention.

Official title: A Gamified Approach To Burn Education And Prevention Among Youth: The Randomized Controlled Study "Burn Game"

Key Details

Gender

All

Age Range

Any - Any

Study Type

INTERVENTIONAL

Enrollment

44

Start Date

2026-02

Completion Date

2026-04

Last Updated

2026-03-10

Healthy Volunteers

Yes

Interventions

BEHAVIORAL

Serious Digital Game for Burn Prevention and First Aid

The intervention consists of a serious digital game designed to provide education on burn prevention and first aid. The game delivers educational content through an interactive virtual environment in which participants engage with avatars that present questions and learning challenges related to burns. Participants are required to consult in-game educational materials before responding to each question. Performance metrics, including response accuracy and time to answer, are recorded automatically by the system to generate an overall score - which is not an endpoint of this study, since the control group does not have access to the game. The intervention is intended to promote active learning and knowledge acquisition through interactive and gamified educational strategies.

BEHAVIORAL

Face-to-Face Educational Lecture on Burn Prevention and First Aid

The intervention consists of an in-person 30-minute educational lecture focused on burn prevention and first aid. The lecture is designed to deliver structured educational content in a didactic format, covering key topics related to burns, including common causes, prevention strategies, and basic first-aid measures. The session is conducted by a trained instructor and aims to provide participants with foundational knowledge through direct instruction, without the use of interactive gaming components.

Locations (1)

School of Medicine, Universidade de São Paulo, SP, Brazil

São Paulo, São Paulo, Brazil