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NCT07039851 | RECRUITING | Creative Drama


CreativeDrama and GamificationBased
Sponsor:

University of Health Sciences

Information provided by (Responsible Party):

Merve Kolcu

Brief Summary:

The aim of this study is to examine the effect of a creative drama and gamification-based educational experience on children's levels of nature connectedness and recycling behaviors. With the increasing environmental problems today, instilling environmental awareness in children at an early age and helping them establish a bond with nature is of great importance for a sustainable future. In this context, creative drama stands out as an effective method in shaping environmental attitudes, as it supports children's emotional development and enhances their ability to empathize. Gamification, on the other hand, is a pedagogical strategy that increases children's active participation in learning processes and boosts their motivation. In the study, an experimental design will be used, and a group of students will participate in an educational program themed around nature and recycling, incorporating creative drama and gamification activities. At the end of the program, children's nature connectedness and recycling behaviors will be measured, and pre-test-post-test comparisons will be made. Nature connectedness is defined as an individual's perception of nature as a whole and seeing themselves as a part of that whole, and it is strongly associated with environmentally friendly behaviors. Recycling behaviors include individuals' voluntary efforts to separate and repurpose waste. This study aims to reveal how creative and interactive learning methods influence children's environmental awareness and behaviors, and it seeks to contribute to the development of environmental education programs.

Condition or disease

Creative Drama

Gamification

Intervention/treatment

Experimental

Phase

NA

Detailed Description:

Research Design This study will be conducted using a quantitative research method within a randomized controlled experimental design, employing a pre-test and post-test approach. Population and Sample The study population consists of students enrolled in the 5th and 6th grades of middle schools affiliated with the Istanbul Provincial Directorate of National Education. The experimental group will receive an educational program based on creative drama and gamification, while the control group will not receive any intervention during this period.

Study Type : INTERVENTIONAL
Estimated Enrollment : 50 participants
Masking : SINGLE
Primary Purpose : OTHER
Official Title : Creative Drama and Gamification-Based Educational Experience: Its Effect on Children's Nature Connectedness and Recycling Behaviors
Actual Study Start Date : 2025-10-01
Estimated Primary Completion Date : 2026-10-01
Estimated Study Completion Date : 2026-10-01

Information not available for Arms and Intervention/treatment

Ages Eligible for Study: 10 Years to 12 Years
Sexes Eligible for Study: ALL
Accepts Healthy Volunteers: 1
Criteria
Inclusion Criteria
  • * Male and female students aged 10 to 12 years.
  • Enrolled in 5th or 6th grade at middle schools affiliated with the Istanbul Provincial Directorate of National Education.
  • Voluntary participation with parental consent.
  • Able to attend all sessions and actively participate in the educational activities.
Exclusion Criteria
  • \-

CreativeDrama and GamificationBased

Location Details

NCT07039851


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Locations


RECRUITING

Turkey (Türkiye),

University of Health Sciences

Istanbul, Turkey (Türkiye),

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