Comparison of Gamification Approaches in Midwifery Education
NCT07256041 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 39
Last updated 2026-04-17
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.
Conditions
- Education
- Midwifery Education
- Gameifaction
Interventions
- 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.
Sponsors & Collaborators
-
Agri Ibrahim Cecen University
lead OTHER
Principal Investigators
-
Rumeysa ÖZAYABAKAN · Agri Ibrahim Cecen University
-
Betül Uncu · Istanbul University - Cerrahpasa
-
Rukiye DUMAN · Istanbul University - Cerrahpasa
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Sex
- FEMALE
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-11-19
- Primary Completion
- 2025-12-31
- Completion
- 2025-12-31
Countries
- Turkey (Türkiye)
Study Locations
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