Game on for dementia: new study shows fun learning boosts student attitudes
NCT ID NCT06122623
First seen Nov 19, 2025 · Last updated May 22, 2026 · Updated 28 times
Summary
This study looked at whether a 90-minute gaming-based education program could improve how healthcare students think and feel about people with dementia. About 400 students took part in a single session that included a lecture, a game called N-impro, and short dramas. Researchers measured changes in attitudes, knowledge, and stigma before and after the program.
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Summaries may miss details or leave out important information. Before applying or accepting participation, make sure you have read and understood the full study. Curemydisease.com takes no responsibility whatsoever for anything missed, misunderstood, or acted upon as a result of our summary — we know it does not capture everything.
This is a summary of the original study . Summaries may miss details or leave out important information. Before applying or accepting participation, make sure you have read and understood the full study. Curemydisease.com takes no responsibility whatsoever for anything missed, misunderstood, or acted upon as a result of our summary — we know it does not capture everything.
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Locations
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Universitas Airlangga
Surabaya, East Java, 60115, Indonesia
Conditions
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