Comparing Digital and Collaborative Gamified Reinforcement Strategies for HPV Literacy and Retention Among Nursing Students: A Randomized Comparative Study
Trial Snapshot
- Phase
- Not Applicable
- Status
- Not yet recruiting
- Sponsor
- Enrollment
- 64
Study Overview
Brief 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.
Detailed Description
Human papillomavirus (HPV) is one of the most common sexually transmitted infections worldwide and is associated with several cancers, including cervical, anal, penile, and oropharyngeal cancers. Nurses play a critical role in HPV prevention through health education, vaccination advocacy, and screening promotion. Therefore, enhancing HPV literacy among nursing students is an important educational objective.
Gamification has emerged as an innovative educational approach that can increase learner engagement, motivation, and knowledge retention. However, evidence comparing different gamification modalities within the same educational context remains limited. Digital quiz-based platforms and collaborative escape room activities represent two distinct gamification strategies that may facilitate learning through different cognitive and social mechanisms.
This study will compare the effects of a Gimkit-based digital reinforcement activity and a collaborative Escape Room intervention following standardized HPV education. The primary outcome will be HPV literacy. Secondary outcomes will include HPV literacy subdimension scores and gameful learning experiences. The findings are expected to provide evidence regarding the comparative effectiveness of different gamification approaches in nursing education and contribute to the design of evidence-based educational interventions.
The study will be conducted among third-year nursing students enrolled in the Obstetrics and Gynecology Nursing course.
Participants will be randomly assigned into two groups:
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Other
- Masking
- None
Eligibility Criteria
- Ages
- 18 Years to 45 Years (Adult)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- •Being a nursing student
- •Voluntary participation
- •Aged 18 years or older
- •Participation in all measurement points
- •Ownership of a smartphone
- •Internet access
- •Having headphones
Exclusion Criteria
- •Incomplete data forms
- •Not participating in intervention sessions
- •Absence in posttest or follow-up
Arms & Interventions
Escape Room Group
Participants will receive standardized theoretical education on Human Papillomavirus (HPV), followed by participants will engage in a collaborative Escape Room activity involving HPV-related problem-solving tasks, crossword puzzles, matching exercises, and educational challenges completed in small groups.
Intervention: Escape Room-Based Gamified Reinforcement (Behavioral)
Gimkit Group
Participants will receive standardized theoretical education on Human Papillomavirus (HPV), followed by a digital quiz-based educational reinforcement activity (Gimkit) designed according to retrieval practice and test-enhanced learning principles to improve HPV literacy and knowledge retention. Participants will complete an individual digital gamification activity using the Gimkit platform. The intervention includes multiple-choice and true/false questions focusing on HPV transmission, vaccination, screening, prevention, and nursing responsibilities. Immediate feedback will be provided throughout the activity.
Intervention: Gimkit-Based Gamified Reinforcement (Behavioral)
Outcomes
Primary Outcomes
Not specified
Secondary Outcomes
- Gamified Learning Experience(Day 7 (28.09.2026))
Investigators
Nihal Taskiran
Principal Investigator, Aydın Adnan Menderes University Nursing Faculty
Aydin Adnan Menderes University
