Gamification-enhanced problem-based learning for higher-diploma nursing students

Effects of "Gamification-Enhanced Problem-Based Learning" on Critical Thinking Disposition, Metacognitive Awareness and Clinical Competence Among Nursing Students in Hong Kong

Not applicable Interventional The University of Hong Kong · NCT07125131

This trial tests whether a gamified problem-based learning program helps Hong Kong higher-diploma nursing students improve critical thinking, metacognitive awareness, and clinical competence compared with regular lectures.

Quick facts

PhaseNot applicable
Study typeInterventional
Enrollment100 (estimated)
Ages18 Years and up
SexAll
SponsorThe University of Hong Kong Academic / other
Locations1 site (Hong Kong)
Trial IDNCT07125131 on ClinicalTrials.gov

What this trial studies

This randomized controlled trial compares a five-week, face-to-face gamification-enhanced problem-based learning (PBL) program to conventional didactic lectures for year 2 higher-diploma enrolled nurse students in Hong Kong. Participants are randomly assigned to small collaborative groups (4–6), receive pre-reading online, work through five progressively difficult clinical cases with role-play and a patient simulator in 90-minute sessions, and join a 20-minute debrief after each session. The control arm receives usual lecture-based teaching outside regular class hours without graded credit. Primary outcomes are measures of critical thinking disposition, metacognitive awareness, and clinical competence collected before and after the intervention.

Who should consider this trial

Good fit: Ideal participants are 18+ year-2 full-time higher-diploma (enrolled nurse) students in Hong Kong who can read and write Chinese, consent to join, and have no prior healthcare work experience.

Not a fit: Students with prior healthcare work experience, repeaters, or those unable to attend the in-person sessions or read/write Chinese are unlikely to benefit from or be eligible for this program.

Why it matters

Potential benefit: If successful, the program could improve students' critical thinking, self-monitoring skills, and hands-on clinical competence, making them better prepared for real clinical practice.

How similar studies have performed: Previous educational research shows mixed but often positive effects of gamification and problem-based learning on student engagement and some learning outcomes, though direct evidence on improving clinical competence is limited.

Eligibility criteria

Show full inclusion / exclusion criteria
Inclusion Criteria:

* aged 18 or above;
* year 2 nursing students from full-time program;
* education level post-secondary school or above;
* consent given to participate voluntarily in this study;
* participants who could read and write Chinese.

Exclusion Criteria:

* healthcare working experience prior to enrollment into the undergraduate nursing program;
* repeater.

Where this trial is running

Hong Kong

Study contacts

How to participate

  1. Review the eligibility criteria above with your treating physician.
  2. Visit the official trial page on ClinicalTrials.gov for the most current contact information and recruitment status.
  3. Contact the listed study coordinator or principal investigator to request pre-screening. Pre-screening is free and never obligates you to enroll.
Conditions GamificationNursing Educationgamification
Last reviewed 2026-06-09 by the Find a Trial editorial team. Information on this page is for educational purposes and is not medical advice. Always consult qualified healthcare professionals about clinical trial participation.