Trials / Completed
CompletedNCT07256041
Comparison of Gamification Approaches in Midwifery Education
Play to Learn: A Comparison of Puzzle-Based and Kahoot-Based Gamification in Midwifery Education
- Status
- Completed
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 39 (actual)
- Sponsor
- Agri Ibrahim Cecen University · Academic / Other
- Sex
- Female
- Age
- —
- Healthy volunteers
- Accepted
Summary
The aim of this study is to compare the effects of puzzle-solving and Kahoot-based learning methods on learning motivation and gaming experience among second-year midwifery students, and to evaluate students' satisfaction levels regarding these methods. The study is designed as a randomized controlled experimental research. It will be conducted between November and December 2025 with second-year students studying in the Department of Midwifery, Faculty of Health Sciences, Ağrı İbrahim Çeçen University. The entire class will be randomly divided into two groups: Experiment 1 (Puzzle) and Experiment 2 (Kahoot). Data collection tools include the Learning Motivation Scale in Higher Education, the Gaming Experience Scale, a Satisfaction Questionnaire, Game (Kahoot-Puzzle) Achievement Test, and a Personal Information Form. For data analysis, paired-samples t-test, ANOVA, and independent-samples t-test will be used as appropriate.
Detailed description
The lectures will be delivered by the instructor in three-week topic blocks. After each three-week block, the following procedures will be implemented: Experiment 1 group: A 20-question puzzle prepared by the researchers and validated through expert opinions from 10 academic midwifery instructors using the Content Validity Index (CVI) will be distributed. Students will be given 10 minutes to complete the puzzle. Experiment 2 group: The same questions will be answered via the Kahoot application. The interventions will be conducted three times in total (e.g., during the 3rd, 6th, and 9th weeks). To prevent contamination, the groups will meet in separate classrooms, and students' phones will be collected at the entrance. The Personal Information Form will be administered at the pre-test stage. The Learning Motivation Scale in Higher Education will also be applied as a pre-test and post-test. The Gaming Experience Scale will be administered after the first and last game sessions. The Satisfaction Scale and the Game (Kahoot-Puzzle) Achievement Test (scores obtained from the puzzle or Kahoot) will be completed after each game session.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| OTHER | Puzzle | Students in this group will solve three different puzzles, each administered at three-week intervals. |
| OTHER | Kahoot | Students in this group will complete three different Kahoot quizzes, each conducted at three-week intervals. |
Timeline
- Start date
- 2025-11-19
- Primary completion
- 2025-12-31
- Completion
- 2025-12-31
- First posted
- 2025-12-01
- Last updated
- 2026-04-17
Locations
1 site across 1 country: Turkey (Türkiye)
Source: ClinicalTrials.gov record NCT07256041. Inclusion in this directory is not an endorsement.