CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 400 enrolled
Drug / intervention
Health Educationother
Likely dose
Not stated in record
Structured eligibility isn't available for this trial yet — see the full criteria in the Eligibility tab below.

Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT06122623
NCT06122623N/ACompleted

Education Program for Enhancing Healthcare Students' Attitudes Toward People Living With Dementia

Universitas Airlangga·interventional·Posted Nov 8, 2023·Updated Nov 19, 2025

In Brief

A clinical study evaluating Health Education for Dementia. Completed, enrolled 400 participants across 1 site.

Detailed Summary

The aim of this single-arm pre-post study is to examine the effectiveness of gaming-based dementia educational programs for enhancing healthcare students' attitudes toward people living with dementia (PLWD). The main questions we intend to answer follow: * What are the attitudes toward PLWD, intentions to help PLWD, knowledge of dementia, and stigma of PLWD before and after participation in the gaming-based dementia education program? * What is the effect of gaming-based dementia education programs on enhancing attitudes toward PLWD? Participants will volunteer for the class education program, which will last about 90 minutes. Participants can attend the class only once. This education program based on gaming tools will be structured with a lecture on dementia, N-impro (gaming tools), and bad/good short dramas. The gaming education program will be included in dementia-related courses.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
ConditionsDementia
CountriesIndonesia

Timeline

N/ACompletedFinished
202420252026
First PostedNov 8, 2023
Enrollment StartNov 22, 2023
Primary CompletionMay 30, 2024
Study CompletionJul 30, 2024
TodayJul 2, 2026
Enrollment to primary: 6 monthsPosted 2.6 years ago

Interventions

Health Educationother

As previously mentioned, the intervention for this study will be a gaming education program that will be conducted once with each participant. Implementation of the program will occur at different times. Each performance will include a maximum of 60 participants who will be divided into small groups within the same room. Seven to 10 participants will comprise a small group, and each group will have one facilitator. The facilitator will be either a member of the research team or a Health lecturer who will be recruited and trained by the Japanese and Indonesian research teams.