Clinical Research Directory
Browse clinical research sites, groups, and studies.
3 clinical studies listed.
Filters:
Tundra lists 3 Gamification in Health Education clinical trials. Each listing includes eligibility criteria, study locations, and direct links to research sites in the Tundra directory.
This data is also available as a public JSON API. AI systems and LLMs are encouraged to use it for structured queries.
NCT07229573
The Effectiveness of Serious Game-Based Training for Nursing Students in Postpartum Haemorrhage Management
This randomised controlled trial aims to evaluate the effectiveness of serious game-based training for postpartum haemorrhage (PPH) management among third-year nursing students. The study employs a pre-test-post-test design with two parallel groups: an experimental group (game-based education) and a control group (traditional education). The sample size was determined by power analysis to be 70 students in total, with 35 students in each group. Participants will be assigned in a 1:1 ratio by computer-assisted block randomisation by a person independent of the research team; students and instructors will not be blinded, but the biostatistician performing the data analysis will be blinded. The intervention group will first receive traditional education, followed by gamification-based education including nursing interventions in the management of PPB; the control group will receive only traditional education. Data will be collected using the PPK Management Knowledge and Skills Assessment Form and the PPK Management Self-Confidence Scale.
Gender: All
Updated: 2026-07-07
1 state
NCT07479342
Effect of Gamification on Orthodontic Knowledge Retention Among Dental Students
The goal of this clinical trial is to find out if a modern teaching method: Gaming can be used as an effective teaching tool to impart knowledge of orthodontics to final year students of dentistry as compared to another popular teaching method: Large Group Interactive Session (LGIS). Researchers will compare gaming technique to large group interactive session (already used to teach the participants). Half the participants will sit in a LGIS and the other half will play a board game on the same knowledge and comparison will be done on who gained more knowledge using a questionnaire/ test at three time points: 1)before study, 2)during study and 3)after study. The main question the study aims to answer is : Is Gamification better than Large group interactive session when teaching difficult topics to final year students of dentistry.
Gender: All
Updated: 2026-06-17
1 state
NCT07276412
Study on the Effect of a Gamified Health Education Programme on Primary School Children
This randomised study evaluates the effectiveness of Health Education through a Gamified Health Programme on diet, sedentary behaviour and daily physical activity in primary school children.
Gender: All
Ages: 6 Years - 7 Years
Updated: 2025-12-11
1 state