Clinical Research Directory
Browse clinical research sites, groups, and studies.
4 clinical studies listed.
Filters:
Tundra lists 4 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.
NCT07812532
Effect of Gamified Sun Protection Education Provided to Chemotherapy Patients
Chemotherapy may cause photosensitivity and other skin reactions that can negatively affect patients' comfort, quality of life, and adherence to treatment. Appropriate sun protection behaviors are therefore important for patients receiving chemotherapy. This randomized controlled trial aims to evaluate the effect of gamified sun protection education on sun protection self-efficacy and sun protection behaviors in patients receiving chemotherapy. A total of 54 patients will be randomly assigned to two groups, with 27 participants in each group. Participants in the intervention group will receive gamified sun protection education, while participants in the control group will receive usual care. The educational intervention will be delivered over a two-week period. Sun protection self-efficacy and sun protection behaviors will be assessed at baseline and after completion of the two-week intervention.
Gender: All
Ages: 18 Years - Any
Updated: 2026-09-10
NCT07688122
Web-Based Gamification in Postpartum Hemorrhage Management Education Among Midwifery Students
This study was designed to compare the effects of web-based gamification and online classical teaching methods on knowledge level, motivation toward instructional materials, clinical self-efficacy, and satisfaction in midwifery students receiving postpartum hemorrhage management education.
Gender: FEMALE
Ages: 18 Years - 40 Years
Updated: 2026-07-07
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