Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training
NCT07309939 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 114
Last updated 2025-12-30
Summary
This randomized controlled trial aims to examine the effect of Gimkit-based game-enhanced learning on achievement motivation, academic performance, and game experience among first-year nursing students during respiratory system skills training. Students are randomly assigned to either the experimental group, which receives standard respiratory skills laboratory training followed by a Gimkit game session designed to reinforce key concepts, or the control group, which receives only the standard skills laboratory training. Achievement motivation is assessed using the Expectancy-Value Theory-based Achievement Motivation Scale before and after the intervention in both groups. Academic performance is evaluated using a 10-item multiple-choice digital test administered after the skills laboratory session. Additionally, the Game Experience Scale is administered to students in the experimental group to measure their perceptions of game-based learning. The study aims to determine whether game-based reinforcement improves motivation and learning outcomes compared with traditional laboratory instruction.
Conditions
- Gamified Learning
- Gimkit
- Game Based Learning
- Nursing Students
- Respiratory System Skills
- Achievement Motivation
- Academic Achievement
- Gamification
- Gamification in Health Education
Interventions
- BEHAVIORAL
-
Gimkit Game-Based Learning
The intervention consists of a game-enhanced learning session delivered through the Gimkit digital platform following the standard respiratory system skills laboratory training. The Gimkit activity includes interactive, competitive, and reinforcement-focused questions designed to review key knowledge and procedural steps related to respiratory system skills. Students receive immediate feedback, gain points, and experience gamified learning elements such as competition and real-time progress tracking. The session aims to increase engagement, enhance motivation, and support learning retention after the laboratory training. Duration of the intervention is approximately 20-30 minutes and is applied only once during the study period.
Sponsors & Collaborators
-
Suleyman Demirel University
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-05-06
- Primary Completion
- 2025-05-06
- Completion
- 2025-05-30
Countries
- Turkey (Türkiye)
Study Locations
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