Comparing Digital and Collaborative Gamified Reinforcement Strategies for HPV Literacy and Retention Among Nursing Students
NCT07667127 · Status: NOT_YET_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 64
Last updated 2026-07-02
Summary
This randomized comparative study aims to evaluate the effectiveness of two gamified reinforcement strategies, Gimkit and Escape Room, on human papillomavirus (HPV) literacy, short-term retention, and gameful learning experiences among undergraduate nursing students. Following standardized theoretical instruction on HPV infection, participants will be randomly assigned to either a digital quiz-based gamification intervention (Gimkit) or a collaborative Escape Room activity. Outcomes will be assessed using the Human Papillomavirus Literacy Scale (HPV-LS) and the Gameful Experience Scale (GAMEX) at multiple time points, including baseline, post-theoretical instruction, post-intervention, and one-month follow-up.
Conditions
- Health Literacy
- Human Papillomavirus (HPV) Infection
- Nursing Education
Interventions
- BEHAVIORAL
-
Escape Room-Based Gamified Reinforcement
A collaborative educational reinforcement activity designed according to constructivist and experiential learning principles to improve HPV literacy and knowledge retention. Participants will receive standardized theoretical education on Human Papillomavirus (HPV), followed by participation in structured escape room intervention will design as a collaborative, problem-solving-based learning activity conducted in groups of 7 students. Participants will randomly assigned to 4 groups and placed in separate classrooms to prevent interaction between groups. The escape room will consist of 4 stations involving HPV-related crossword puzzles, word-search activities, matching exercises, and problem-solving tasks developed according to the study learning objectives. Students will attempt to complete all activities within 20 minutes under moderator supervision. Groups can request hints from the moderator when needed; however, each hint resulted in a 1-minute time penalty.
- BEHAVIORAL
-
Gimkit-Based Gamified Reinforcement
Participants will receive standardized theoretical education on Human Papillomavirus (HPV), followed by participation in a Gimkit-based digital quiz game consisting of multiple-choice and true/false questions designed to reinforce HPV-related knowledge.The Gimkit intervention will consist of a digitally structured, quiz-based gamification activity including multiple-choice and true/false questions related to HPV infection, vaccination, screening, and prevention. The activity will design to support retrieval practice and immediate feedback processes. Students individually will access the game using smartphones and personal login codes in the classroom environment. All participants will start the activity simultaneously and completed the questions within 20 minutes while using headphones to minimize distraction and interaction among students.
Sponsors & Collaborators
-
Aydin Adnan Menderes University
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Min Age
- 18 Years
- Max Age
- 45 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2026-09-21
- Primary Completion
- 2026-10-26
- Completion
- 2026-10-26
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