- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07309939
Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training
Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training: A Randomized Controlled Trial
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
Nursing education increasingly incorporates digital and game-based strategies to enhance student engagement, motivation, and performance. Gimkit is an interactive, competitive, game-based learning platform shown to improve recall, engagement, and active learning.
In this study, nursing students enrolled in the Fundamentals of Nursing course receive training on respiratory system skills. The experimental group participates in a game-based reinforcement session using Gimkit immediately after the skills laboratory, whereas the control group receives only traditional skills laboratory training.
Measurements:
Achievement Motivation Scale (Expectancy-Value Theory-based, 9 items, 2 subscales): administered pre- and post-intervention for both groups.
Academic success test (10-item multiple-choice digital test): administered post-intervention to both groups.
Game Experience Scale (5 subdimensions): administered post-intervention to the experimental group only.
The study evaluates the effect of the Gimkit intervention on changes in motivation and academic achievement and explores students' game experience perceptions.
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
-
Isparta, Turkey (Türkiye)
- Süleyman Demirel Üniversitesi
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-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
- Adult
- Older Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- First-year nursing students
- Enrolled in Fundamentals of Nursing course
- Participating in respiratory system skills laboratory
- Volunteering to participate in the study
Exclusion Criteria:
- Not attending the skills laboratory session
- Not completing pre- or post-tests
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Gimkit Game-Based Learning
The intervention planned for the study is a Gimkit-based game-enhanced learning method.
Students in the experimental group participating in the respiratory system skills training will receive the standard skills laboratory instruction followed by a digital game session delivered through the Gimkit platform.
The Gimkit activity includes interactive, competitive, and reinforcement-oriented questions designed to review key steps, principles, and safety considerations related to respiratory system procedures.
The game session aims to increase student engagement, support recall, and enhance learning through gamification elements such as real-time feedback, point-based progression, and competition.
|
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.
|
|
No Intervention: Control Group
Students in the control group will receive only the standard respiratory system skills laboratory training, which includes instructor-led demonstration, supervised practice, and competency-based skills application.
No game-based or digital reinforcement activity will be provided.
After completing the laboratory session, students will take the same post-training multiple-choice knowledge test and post-intervention achievement motivation scale administered to the experimental group.
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Achievement Motivation Score
Time Frame: Pre-intervention (baseline) and immediately post-intervention
|
Achievement motivation will be measured using the Expectancy-Value Theory-based Achievement Motivation Scale, which consists of 9 items and 2 subdimensions (Expectancy and Task Value).
Each item is rated on a Likert scale, and higher scores indicate higher achievement motivation.
The scale will be administered to both the experimental and control groups before and after the intervention.
Results will be aggregated and reported as total score and subscale scores (mean ± standard deviation).
|
Pre-intervention (baseline) and immediately post-intervention
|
|
Academic Achievement (Knowledge Test Score)
Time Frame: Two weeks after the skills lab session
|
Academic achievement will be measured using a 10-item multiple-choice digital test assessing knowledge related to respiratory system skills.
Each correct answer is scored as 1 point, resulting in a total possible score of 0-10.
Higher scores indicate better academic performance.
The test will be administered to both groups immediately after the respiratory skills laboratory session.
Results will be reported as mean ± standard deviation.
|
Two weeks after the skills lab session
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Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Game Experience Score
Time Frame: Immediately post-intervention (after the Gimkit session)
|
Students in the experimental group will complete the Game Experience Scale following the Gimkit session.
The scale includes multiple subdimensions (e.g., engagement, enjoyment, flow, usability, perceived learning value).
Items are rated on a Likert scale, and higher scores indicate a more positive game-based learning experience.
Results will be aggregated for total and subdimension scores and reported as mean ± standard deviation.
|
Immediately post-intervention (after the Gimkit session)
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Collaborators and Investigators
Sponsor
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- GİMKİT-RCT
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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