The Effect of Situation Puzzle Games on Nursing Students' Death Anxiety and Meaning in Life

ConditionDeath Anxiety
Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18+
SponsorChina Medical University, China

About this trial

Goal of this interventional study

The purpose of this research is to investigate the effects of a scenario-based puzzle educational game on death anxiety and meaning in life among nursing students. It aims to answer the following key questions:

Can the scenario-based puzzle educational game enhance nursing students' sense of meaning in life?

Can the scenario-based puzzle educational game reduce death anxiety in nursing students?

What are nursing students' experiences and perceptions of this educational game?

Study design Researchers will compare the intervention group (participating in the game) with a control group (receiving death education manuals) to evaluate the effectiveness of the game-based intervention.

Participants will:

Be recruited through campus posters

Be randomly assigned to either the intervention or control group and complete baseline questionnaires

In the control group: Receive death education manuals twice weekly for 3 weeks

In the intervention group: Participate in group sessions (5 students per group) to play the scenario-based puzzle game twice weekly for 3 weeks

Complete follow-up questionnaires and participate in qualitative interviews regarding their experiences with manual-based education or the game intervention after the 3-week intervention period

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

Third-year full-time undergraduate nursing students

Completed clinical observation training but not yet entered clinical internship phase

Aged ≥18 years

Provide informed consent and voluntarily participate in the study

Disqualifiers

Participated in similar death education interventions within the past 3 months

Diagnosed with severe mental or psychological disorders

Currently on a leave of absence (academic or personal)

Trial design

Design model

Parallel

Treatments tested in this trial

  • Puzzle game

    Other intervention

    Scenario-based puzzle game sessions (group format)

  • Manual Education

    Other intervention

    Standardized death education manual distribution

Treatment groups

70 Participants
are divided into 2 treatment groups
Group A: Gamified EducationExperimental treatment 1 intervention
Group B: Manual EducationActive comparator 1 intervention

Trial outcomes

Primary outcomes

1

Death Anxiety

A 15-item self-report scale developed by psychologist Templer (1967/1970) measuring death-related distress. Dimensions: Affective (Items 1,3,10,13,14), Stress/Pain (Items 4,5,6,9,11), Time Awareness (Items 8,12), Cognitive (Items 2,7,15) Scoring: Dichotomous (Yes/No) with 9 forward-scored and 6 reverse-scored items (Items 2,3,5,6,7,16\*). Total score range: 0-15 (higher = greater anxiety). Reliability: Test-retest reliability (3-week) = 0.83; KR-20 = 0.76 (original English version).

Time frame
Week 0, Week 3
2

Meaning in Life

A 10-item scale (Steger et al.) assessing two dimensions: Presence of Meaning (5 items): Perceived life purpose Search for Meaning (5 items): Active pursuit of meaning Scoring: 7-point Likert (1="Strongly Disagree" to 7="Strongly Agree"). Higher scores indicate stronger meaning. Reliability: Cronbach's α = 0.878 (total), 0.850 (Presence), 0.907 (Search)

Time frame
Week 0, Week 3

Secondary outcomes

Other outcomes

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