First AidCanKurtaranRCTNCT07922057
Mobile Game-Based Versus Classic First Aid Education in Adolescents: Randomized Controlled Trial
A study testing Mobile serious game-based first aid education and Classic first aid education in people with First Aid and Health Education in Schoolchildren, run by Sakarya University at 1 site in Turkey (Türkiye).
Trial summary
The goal of this three-arm, stratified randomized controlled trial is to learn whether a mobile serious game improves first aid knowledge in high school students aged 14 to 17 years compared with classic first aid education and with an attention control session. Read more about this study
- Who is it for?
- Ages 14 to 17 yearsHealthy volunteers can take part
- Conditions the study is for
- First Aid, Health Education in Schoolchildren, Adolescent Health
- What is being tested?
- Mobile serious game-based first aid education and Classic first aid education
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 171 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 2 Nov 2026to 17 Nov 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
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 14 to 17 years
- All sexes
- Healthy volunteers accepted
- Child
Who may be able to join
- Enrolled in grades 9-12 at the participating high school
- Aged 14-17 years
- Written informed consent from a parent or legal guardian
- Written assent from the student
- Able to read Turkish and use a touchscreen device
Who cannot join
- Holding a first aid certificate approved by the Ministry of Health
- Visual, hearing, or motor impairment that prevents use of the mobile game or completion of the test
- Participation in the pilot study
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Turkey (Türkiye)1 site
15 Temmuz Sehitler Anadolu Lisesi
Bilecik, Bilecik
Cumhur Babaoğlu, MSc, +90 554 927 6841, cumhur.babaoglu@bilecik.edu.tr
About this study
Official title: Comparison of the Effectiveness of First Aid Education Delivered Through a Mobile Serious Game and the Classic Education Method in Adolescents Aged 14-17 Years: A Three-Arm, Stratified Randomized Controlled Trial
The goal of this three-arm, stratified randomized controlled trial is to learn whether a mobile serious game improves first aid knowledge in high school students aged 14 to 17 years compared with classic first aid education and with an attention control session.
The main questions it aims to answer are:
Read more
- Does first aid education delivered through a mobile serious game increase first aid knowledge compared with an attention control session?
- Does classic first aid education increase first aid knowledge compared with an attention control session?
- Is there a difference in first aid knowledge between students who learn through the mobile game and students who receive classic education?
Participating students are randomly assigned, within their grade level, to one of three arms:
- Mobile game arm: students learn first aid individually through an Android-based serious game.
- Classic education arm: students receive standardized first aid education covering the same learning objectives.
- Attention control arm: students receive a nutrition education session on reading food labels, unrelated to first aid, and receive first aid education after the study.
Before the session, all students complete a short questionnaire and a first aid knowledge test in their allocated room. All three sessions last about 8 to 10 minutes and take place at the same time in separate rooms on a single day. All students complete the same first aid knowledge test again immediately after the session.
Read the detailed description
Design: Three-arm, parallel-group, stratified randomized controlled trial with a pretest-posttest design and outcome-assessor blinding, reported according to CONSORT 2025.
Interventions: (1) "CanKurtaranKahraman" mobile serious game covering the Protection-Notification-Rescue sequence, characteristics of the first aider, information to give the 112 emergency call centre, basic first aid definitions, and the chain of survival, with immediate written feedback; each student plays individually on a separate device; (2) classic education delivered by a certified first aid instructor to the whole arm at once, with standardized scripted content covering the same learning objectives; (3) an attention control session on reading food labels, delivered by an experienced dietitian to the whole arm at once with a standardized script. Planned duration is 8-10 minutes in all three arms. All arms are delivered simultaneously in separate rooms on a single day to minimize contamination.
Randomization: Individual 1:1:1 allocation, stratified by grade level (9th, 10th, 11th, 12th), using permuted blocks of variable size (3 and 6). The computer-generated sequence is produced by an independent faculty member not involved in recruitment, intervention delivery, outcome assessment, or analysis. On the day of the study, after attendance is taken and before the baseline test, the same person applies the sequence to the list of participant codes in a prespecified order (central allocation), so that allocation remains concealed from the investigator. Students go directly to their allocated room and complete the baseline test there; the rooms are similar, no study materials are present, and intervention providers enter only after the baseline tests are collected.
Blinding: Students and intervention providers cannot be blinded. Test scoring, data entry, and statistical analysis are performed by personnel blinded to group allocation, using coded group labels.
Sample size: The sample size was calculated with G*Power 3.1 for ANCOVA (fixed effects, planned contrast, numerator df = 1, 3 groups, 2 covariates) for the primary comparison (mobile game vs attention control). Based on meta-analytic evidence on digital serious games for knowledge outcomes (pooled SMD 0.66 overall; 0.43 for single-session interventions), an effect size of d = 0.5 was assumed (f = 0.236 after adjustment for a pretest-posttest correlation of r = 0.50), with a two-sided alpha of 0.05 and 80% power. The required sample is 48 students per arm (144 in total). Allowing for 15% attrition, at least 171 students (57 per arm) will be randomized. The comparison between the mobile game and classic education is a secondary comparison and will be reported as an effect estimate with a 95% confidence interval.
Statistical analysis: The primary analysis is ANCOVA with the posttest knowledge score as the dependent variable, study arm as the factor, and the pretest score and grade level (stratification factor) as covariates. Hypotheses are tested in a fixed sequence at alpha = 0.05: (1) mobile game vs attention control (primary), (2) classic education vs attention control, (3) mobile game vs classic education (secondary; interpreted mainly through the adjusted mean difference and its 95% confidence interval). Adjusted mean differences with 95% confidence intervals and Hedges' g are reported. The primary analysis follows the intention-to-treat principle with multiple imputation for missing posttest data; complete-case and per-protocol analyses are performed as sensitivity analyses.
Pilot: A pilot with 24 students (3 girls and 3 boys from each grade, randomly selected among consenting students) is conducted one day before the main study, using the same procedures and a separate allocation list, to test feasibility and timing. Pilot participants are excluded from the main study.
- Being tested
- Mobile serious game-based first aid education, Classic first aid education, Nutrition education on food label reading (attention control)
- Keywords
- public health nursing, school health nursing, serious game, mobile learning, game-based learning, school health, first aid knowledge, nursing, randomized controlled trial
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Mobile serious game-based first aid educationBehavioural
Also called CanKurtaranKahraman
Android-based mobile serious game ("CanKurtaranKahraman") in which students complete scenario-based tasks on basic first aid topics, including the Protection-Notification-Rescue sequence, characteristics of the first aider, calling the 112 emergency call centre, basic first aid definitions, and the chain of survival, with immediate written feedback.
Classic first aid educationBehavioural
Scripted lecture followed by a short question-and-answer section, delivered by a certified first aid instructor and covering the same learning objectives as the mobile game. No video, manikin, hands-on practice, or printed materials are used.
Nutrition education on food label reading (attention control)Behavioural
Scripted session on reading food labels delivered by an experienced dietitian, matched to the intervention arms in duration and format, with no first aid content.
| Study group | Role | What they receive |
|---|---|---|
| Mobile Serious Game | Experimental | Students learn first aid individually through the "CanKurtaranKahraman" Android-based mobile serious game with immediate feedback, each on a separate device (approximately 8-10 minutes). Receives: Behavioral: Mobile serious game-based first aid education |
| Classic First Aid Education | Active comparator | A certified first aid instructor delivers standardized, scripted first aid education (lecture with questions and answers) covering the same learning objectives as the mobile game to the whole arm at once (approximately 8-10 minutes). Receives: Behavioral: Classic first aid education |
| Attention Control | Sham comparator | An experienced dietitian delivers a standardized, scripted nutrition education session on reading food labels, unrelated to first aid, to the whole arm at once (approximately 8-10 minutes). After the posttest, students in this arm receive first aid education. Receives: Behavioral: Nutrition education on food label reading (attention control) |
What is being measured
The primary outcome is the main question the study is designed to answer.
First aid knowledge score
Total score on the General First Aid Knowledge Level Questionnaire (GİYBSF), a 20-item multiple-choice test (score range 0-20; higher scores indicate greater knowledge). Analyzed as the posttest score adjusted for the pretest score and grade level (ANCOVA).
Measured: Baseline and Day 1 (immediately after the 8-10 minute intervention)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted6 Nov 2026
- Study start2 Nov 2026 (estimated)
- Primary completion17 Nov 2026 (estimated)
- Study completion17 Nov 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for First AidStudies of the same condition, open and under way.
- More trials run by Sakarya UniversityThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Three-arm parallel-group design with 1:1:1 individual randomization stratified by grade level (9th-12th), using permuted blocks of variable size (3 and 6). All arms are delivered simultaneously in separate rooms on a single day.
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 171 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Sakarya University
- Sponsor type
- University, hospital or other
- Collaborators
- Bilecik Seyh Edebali Universitesi, Ministry of National Education, Turkey
- Responsible party
- Principal investigator, Cumhur Babaoglu, Bilecik Seyh Edebali Universitesi
- Investigators
- Ayşe Çevirme, Phd (Prof. Dr.), Study director, Sakarya UniversityCumhur Babaoğlu, MSc, Principal investigator, Sakarya University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07922057
- Sponsor's protocol ID
- SAU-SBBAEK-212
- Acronym
- CanKurtaranRCT
- Status last verified
- Nov 2026
- First submitted
- 25 Oct 2026
- Last updated
- 6 Nov 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Yes: De-identified individual participant data underlying the published results, a data dictionary, and the analysis code will be shared upon reasonable request and with the approval of the principal investigator.
Study at a glance
From the registry record, last updated by the sponsor on 6 Nov 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Comparison of the Effectiveness of First Aid Education Delivered Through a Mobile Serious Game and the Classic Education Method in Adolescents Aged 14-17 Years: A Three-Arm, Stratified Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT07922057
- Acronym / sponsor ID
- CanKurtaranRCT / SAU-SBBAEK-212
- Keywords
- public health nursing, school health nursing, serious game, mobile learning, game-based learning, school health, first aid knowledge, nursing
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 171 participants (estimated)
- Lead sponsor
- Sakarya UniversityUniversity, hospital or other
- Collaborators
- Bilecik Seyh Edebali Universitesi, Ministry of National Education, Turkey
- Study start
- 2 Nov 2026 (estimated)
- Primary completion
- 17 Nov 2026 (estimated)
- Study completion
- 17 Nov 2026 (estimated)
- First posted
- 6 Nov 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The goal of this three-arm, stratified randomized controlled trial is to learn whether a mobile serious game improves first aid knowledge in high school students aged 14 to 17 years compared with classic first aid education and with an attention control session.
The main questions it aims to answer are:
- Does first aid education delivered through a mobile serious game increase first aid knowledge compared with an attention control session?
- Does classic first aid education increase first aid knowledge compared with an attention control session?
- Is there a difference in first aid knowledge between students who learn through the mobile game and students who receive classic education?
Participating students are randomly assigned, within their grade level, to one of three arms:
- Mobile game arm: students learn first aid individually through an Android-based serious game.
- Classic education arm: students receive standardized first aid education covering the same learning objectives.
- Attention control arm: students receive a nutrition education session on reading food labels, unrelated to first aid, and receive first aid education after the study.
Before the session, all students complete a short questionnaire and a first aid knowledge test in their allocated room. All three sessions last about 8 to 10 minutes and take place at the same time in separate rooms on a single day. All students complete the same first aid knowledge test again immediately after the session.
Detailed description
Design: Three-arm, parallel-group, stratified randomized controlled trial with a pretest-posttest design and outcome-assessor blinding, reported according to CONSORT 2025.
Interventions: (1) "CanKurtaranKahraman" mobile serious game covering the Protection-Notification-Rescue sequence, characteristics of the first aider, information to give the 112 emergency call centre, basic first aid definitions, and the chain of survival, with immediate written feedback; each student plays individually on a separate device; (2) classic education delivered by a certified first aid instructor to the whole arm at once, with standardized scripted content covering the same learning objectives; (3) an attention control session on reading food labels, delivered by an experienced dietitian to the whole arm at once with a standardized script. Planned duration is 8-10 minutes in all three arms. All arms are delivered simultaneously in separate rooms on a single day to minimize contamination.
Randomization: Individual 1:1:1 allocation, stratified by grade level (9th, 10th, 11th, 12th), using permuted blocks of variable size (3 and 6). The computer-generated sequence is produced by an independent faculty member not involved in recruitment, intervention delivery, outcome assessment, or analysis. On the day of the study, after attendance is taken and before the baseline test, the same person applies the sequence to the list of participant codes in a prespecified order (central allocation), so that allocation remains concealed from the investigator. Students go directly to their allocated room and complete the baseline test there; the rooms are similar, no study materials are present, and intervention providers enter only after the baseline tests are collected.
Blinding: Students and intervention providers cannot be blinded. Test scoring, data entry, and statistical analysis are performed by personnel blinded to group allocation, using coded group labels.
Sample size: The sample size was calculated with G*Power 3.1 for ANCOVA (fixed effects, planned contrast, numerator df = 1, 3 groups, 2 covariates) for the primary comparison (mobile game vs attention control). Based on meta-analytic evidence on digital serious games for knowledge outcomes (pooled SMD 0.66 overall; 0.43 for single-session interventions), an effect size of d = 0.5 was assumed (f = 0.236 after adjustment for a pretest-posttest correlation of r = 0.50), with a two-sided alpha of 0.05 and 80% power. The required sample is 48 students per arm (144 in total). Allowing for 15% attrition, at least 171 students (57 per arm) will be randomized. The comparison between the mobile game and classic education is a secondary comparison and will be reported as an effect estimate with a 95% confidence interval.
Statistical analysis: The primary analysis is ANCOVA with the posttest knowledge score as the dependent variable, study arm as the factor, and the pretest score and grade level (stratification factor) as covariates. Hypotheses are tested in a fixed sequence at alpha = 0.05: (1) mobile game vs attention control (primary), (2) classic education vs attention control, (3) mobile game vs classic education (secondary; interpreted mainly through the adjusted mean difference and its 95% confidence interval). Adjusted mean differences with 95% confidence intervals and Hedges' g are reported. The primary analysis follows the intention-to-treat principle with multiple imputation for missing posttest data; complete-case and per-protocol analyses are performed as sensitivity analyses.
Pilot: A pilot with 24 students (3 girls and 3 boys from each grade, randomly selected among consenting students) is conducted one day before the main study, using the same procedures and a separate allocation list, to test feasibility and timing. Pilot participants are excluded from the main study.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 3
- Model description
- Three-arm parallel-group design with 1:1:1 individual randomization stratified by grade level (9th-12th), using permuted blocks of variable size (3 and 6). All arms are delivered simultaneously in separate rooms on a single day.
| Arm | Type | Receives |
|---|---|---|
| Mobile Serious Game | Experimental | Behavioral: Mobile serious game-based first aid educationStudents learn first aid individually through the "CanKurtaranKahraman" Android-based mobile serious game with immediate feedback, each on a separate device (approximately 8-10 minutes). |
| Classic First Aid Education | Active comparator | Behavioral: Classic first aid educationA certified first aid instructor delivers standardized, scripted first aid education (lecture with questions and answers) covering the same learning objectives as the mobile game to the whole arm at once (approximately 8-10 minutes). |
| Attention Control | Sham comparator | Behavioral: Nutrition education on food label reading (attention control)An experienced dietitian delivers a standardized, scripted nutrition education session on reading food labels, unrelated to first aid, to the whole arm at once (approximately 8-10 minutes). After the posttest, students in this arm receive first aid education. |
Who may qualify
- Ages
- 14 to 17 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (5 listed)
- Enrolled in grades 9-12 at the participating high school
- Aged 14-17 years
- Written informed consent from a parent or legal guardian
- Written assent from the student
- Able to read Turkish and use a touchscreen device
Key exclusion criteria (3 listed)
- Holding a first aid certificate approved by the Ministry of Health
- Visual, hearing, or motor impairment that prevents use of the mobile game or completion of the test
- Participation in the pilot study
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Mobile serious game-based first aid educationAlso: CanKurtaranKahramanAndroid-based mobile serious game ("CanKurtaranKahraman") in which students complete scenario-based tasks on basic first aid topics, including the Protection-Notification-Rescue sequence, characteristics of the first aider, calling the 112 emergency call centre, basic first aid definitions, and the chain of survival, with immediate written feedback. | Behavioural | Mobile Serious Game |
| Classic first aid educationScripted lecture followed by a short question-and-answer section, delivered by a certified first aid instructor and covering the same learning objectives as the mobile game. No video, manikin, hands-on practice, or printed materials are used. | Behavioural | Classic First Aid Education |
| Nutrition education on food label reading (attention control)Scripted session on reading food labels delivered by an experienced dietitian, matched to the intervention arms in duration and format, with no first aid content. | Behavioural | Attention Control |
Primary outcome
First aid knowledge score
Time frame: Baseline and Day 1 (immediately after the 8-10 minute intervention)
Total score on the General First Aid Knowledge Level Questionnaire (GİYBSF), a 20-item multiple-choice test (score range 0-20; higher scores indicate greater knowledge). Analyzed as the posttest score adjusted for the pretest score and grade level (ANCOVA).
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 6 Nov 2026.
- Individual participant dataSharing planned: Yes. De-identified individual participant data underlying the published results, a data dictionary, and the analysis code will be shared upon reasonable request and with the approval of the principal investigator.
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EFFECTS OF DRAMA- AND ANİMATİON-SUPPORTED FİRST AİD EDUCATİON İN PRESCHOOL CHİLDREN
Healthy
Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
Ayşe Çevirme, Phd (Prof. Dr.) study director
Sakarya University
Cumhur Babaoğlu, MSc principal investigator
Sakarya University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Mobile serious game-based first aid education and Classic first aid education in people with First Aid and Health Education in Schoolchildren, run by Sakarya University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 5 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: opening soon, as of the sponsor's last update on 6 Nov 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Cumhur Babaoğlu, MSc (+90 554 927 6841, cumhur.babaoglu@bilecik.edu.tr), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
First aid knowledge score (time frame: Baseline and Day 1 (immediately after the 8-10 minute intervention)). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 6 Nov 2026.