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BurnNCT07404501

Gamified Approach To Burn Education

A study testing Serious Digital Game for Burn Prevention and First Aid and Face-to-Face Educational Lecture on Burn Prevention and First Aid in people with Burn and Health Education, run by University of Sao Paulo General Hospital at 1 site in Brazil.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record

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Trial 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. Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
Conditions the study is for
Burn, Health Education, Accident Prevention
What is being tested?
Serious Digital Game for Burn Prevention and First Aid and Face-to-Face Educational Lecture on Burn Prevention and First Aid
Could I receive a placebo?
No, everyone receives an active treatment
How many people
84 participants
Where
1 siteBrazil
Study dates
9 Mar 2026to 23 Apr 2026
Phase
Interventional

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Students regularly enrolled in the MedEnsina preparatory course
  • Ability to understand the instructions and the content of the proposed educational activities
  • Availability to participate in the intervention on the first day of the study and to attend the two-week follow-up
  • Signed informed consent form

Who cannot join

  • Failure to attend the intervention on the first day of the study
  • Incomplete completion of the pre- or post-intervention questionnaires
  • Withdrawal of consent at any stage of the study
  • Any condition that, in the investigators' judgment, may impair adequate participation or understanding of the educational activities

Trial locations and contacts

1 site in 1 country.

Brazil1 site
  • School of Medicine, Universidade de São Paulo, SP, Brazil

    São Paulo, São Paulo, 01246 903

Other trials in Brazil

About this study

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

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.

Read more

Participants will:

Receive a brief, standardized 5-minute briefing limited to study logistics and session flow, with no burn-related educational content.

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.

Read the detailed description

This study is a randomized, single-blind, behavioral and educational intervention with two parallel arms designed to evaluate different educational strategies for burn prevention and first aid.

All participants will initially receive a brief, standardized 5-minute briefing limited to study logistics and session flow, with no burn-related educational content. This briefing is intended solely to explain study logistics and session flow and does not include any burn-related educational content.

After this initial session, participants will be randomly allocated to one of two intervention groups.

Participants allocated to the serious digital game group will receive a 5-minute familiarization period with the digital platform, followed by 25 minutes of gameplay. The serious game presents educational content and questions related to burn prevention and first aid through virtual avatars, requiring participants to consult in-game educational materials before answering questions. Performance is recorded automatically by the game system.

Participants allocated to the face-to-face educational lecture group will attend an in-person lecture lasting approximately 30 minutes. The lecture will address types of burns, etiology, prevention measures, and basic first-aid management in primary health care.

Knowledge acquisition will be assessed using structured multiple-choice questionnaires administered prior to and after the intervention. Participant satisfaction will also be evaluated using a Likert-scale questionnaire. A follow-up assessment will be conducted two weeks after the intervention to evaluate knowledge retention.

Outcome assessment will be performed by an evaluator blinded to group allocation. Sociodemographic variables, including age, sex, and socioeconomic status, will be collected.

Being tested
Serious Digital Game for Burn Prevention and First Aid, Face-to-Face Educational Lecture on Burn Prevention and First Aid
Keywords
Burns, Health Education, Accident Prevention, First Aid, Educational Games
Medical subject headings
Burns, Health Education

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Serious Digital Game for Burn Prevention and First AidBehavioural

    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.

  • Face-to-Face Educational Lecture on Burn Prevention and First AidBehavioural

    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.

Study groups in NCT07404501
Study groupRoleWhat they receive
Serious Digital GameExperimentalParticipants in this arm will receive a brief, standardized 5-minute briefing limited to study logistics and session flow, with no burn-related educational content. After this introduction, participants will engage in a serious digital game for 25 minutes following a 5-minute familiarization period with the platform, totaling 30 minutes. The game presents educational content and questions related to burn prevention and first aid through virtual avatars. Participants are required to consult in-game educational materials before answering questions. Performance is assessed based on accuracy and response time, generating an automated final score. Participants will complete a post-intervention knowledge assessment questionnaire and a satisfaction questionnaire at the end of the intervention, as well as a follow-up assessment two weeks later.
Receives: Behavioral: Serious Digital Game for Burn Prevention and First Aid
Face-to-Face Educational LectureActive comparatorParticipants in this arm will first receive a brief, standardized 5-minute briefing limited to study logistics and session flow, with no burn-related educational content. After this introduction, participants will attend a face-to-face educational lecture lasting 30 minutes, addressing types of burns, etiology, prevention strategies, and basic first-aid measures. Participants will complete pre- and post-intervention knowledge assessment questionnaires, as well as a follow-up assessment two weeks after the intervention.
Receives: Behavioral: Face-to-Face Educational Lecture on Burn Prevention and First Aid

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Change in Knowledge Scores on Burn Prevention and First Aid After the Educational Interventions

    The primary outcome is knowledge acquisition related to burn prevention and first aid. Knowledge will be assessed using a structured multiple-choice questionnaire administered immediately before and immediately after the educational intervention. The questionnaire will be delivered through the Google Forms platform and consists of 20 multiple-choice questions, each with four response options, covering basic concepts of burns, prevention strategies, and first-aid measures. Each correct answer contributes to the total knowledge score, with higher scores indicating greater knowledge. The primary outcome will be expressed as the change in knowledge score from baseline to immediately after the intervention and will be compared between the two educational groups.

    Measured: From baseline to immediately post-intervention

Secondary outcomes (1)
  1. Knowledge Retention Scores After the Educational Interventions

    The secondary outcome is the between-group difference in change in total knowledge score from baseline to approximately 2 weeks after the assigned intervention. Knowledge will be assessed using the same 20-item multiple-choice questionnaire administered at baseline and immediately after the intervention. Each item has four response options and one prespecified correct answer, yielding a total score ranging from 0 to 20, with higher scores indicating greater knowledge.

    Measured: From baseline to 2 weeks post-intervention

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted11 Feb 2026
  2. Study start9 Mar 2026
  3. Primary completion23 Mar 2026
  4. Study completion23 Apr 2026

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
84 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07404501
Sponsor's protocol ID
90231725.9.0000.0068
Status last verified
Feb 2026
First submitted
4 Feb 2026
Last updated
5 Oct 2026
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No: Individual participant data will not be shared because the study involves educational interventions with students and includes potentially sensitive personal and sociodemographic information. Data sharing was not included in the ethics committee approval, and participant consent did not authorize public sharing of individual-level data. Only aggregated and anonymized results will be reported.

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