Video game training could make future doctors more Dementia-Friendly

NCT ID NCT06122623

First seen Jun 25, 2026 · Last updated Jun 27, 2026 · Updated 1 time

Summary

This study tested whether a 90-minute gaming-based education program could improve healthcare students' attitudes toward people with dementia. 400 students in Indonesia participated in the single-session program, which included a lecture, a gaming tool called N-impro, and short dramas. Researchers measured changes in attitudes, knowledge, and stigma before and after the program.

What this could mean

Our plain-language read of the trial. This is informational only — not medical advice or a prediction.

Active substance
gaming-based dementia education program
What this could lead to
If successful, this program could be used to train healthcare students to be more understanding and supportive of people with dementia.
What could go wrong
This is a small, single-arm study without a comparison group, so any improvements might be due to other factors. The results may not apply to students in other countries or settings.

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Conditions

The condition(s) this trial relates to.

As listed by the trial registrant

The condition terms exactly as the trial's registrant entered them.

Contacts and locations

Locations

  • Universitas Airlangga

    Surabaya, East Java, 60115, Indonesia

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