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

No results posted yet for this study

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

More Related Trials

Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT07309939 on ClinicalTrials.gov