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临床试验/NCT07256041
NCT07256041已完成不适用

Play to Learn: A Comparison of Puzzle-Based and Kahoot-Based Gamification in Midwifery Education

Agri Ibrahim Cecen University1 个研究点 分布在 1 个国家目标入组 39 人开始时间: 2025年11月19日最近更新:
干预措施

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
39
试验地点
1
主要终点
Personal Information Form

研究概览

简要总结

The aim of this study is to compare the effects of puzzle-solving and Kahoot-based learning methods on learning motivation and gaming experience among second-year midwifery students, and to evaluate students' satisfaction levels regarding these methods. The study is designed as a randomized controlled experimental research. It will be conducted between November and December 2025 with second-year students studying in the Department of Midwifery, Faculty of Health Sciences, Ağrı İbrahim Çeçen University.

The entire class will be randomly divided into two groups: Experiment 1 (Puzzle) and Experiment 2 (Kahoot). Data collection tools include the Learning Motivation Scale in Higher Education, the Gaming Experience Scale, a Satisfaction Questionnaire, Game (Kahoot-Puzzle) Achievement Test, and a Personal Information Form. For data analysis, paired-samples t-test, ANOVA, and independent-samples t-test will be used as appropriate.

详细描述

The lectures will be delivered by the instructor in three-week topic blocks. After each three-week block, the following procedures will be implemented:

Experiment 1 group: A 20-question puzzle prepared by the researchers and validated through expert opinions from 10 academic midwifery instructors using the Content Validity Index (CVI) will be distributed. Students will be given 10 minutes to complete the puzzle.

Experiment 2 group: The same questions will be answered via the Kahoot application.

The interventions will be conducted three times in total (e.g., during the 3rd, 6th, and 9th weeks). To prevent contamination, the groups will meet in separate classrooms, and students' phones will be collected at the entrance.

The Personal Information Form will be administered at the pre-test stage. The Learning Motivation Scale in Higher Education will also be applied as a pre-test and post-test. The Gaming Experience Scale will be administered after the first and last game sessions. The Satisfaction Scale and the Game (Kahoot-Puzzle) Achievement Test (scores obtained from the puzzle or Kahoot) will be completed after each game session.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Other
盲法
None (Outcomes Assessor)

入排标准

性别
Female
接受健康志愿者

入选标准

  • Being a second-year midwifery student
  • Enrolled in the prenatal care course
  • Owning a smartphone (for the Kahoot group)
  • Willingness to participate in the study
  • Regular attendance in the course

排除标准

  • Unwillingness to participate in the study
  • Presence of learning disorders such as dyslexia
  • Insufficient attendance in the course
  • Previous participation in a similar study (Students who meet the exclusion criteria will be excluded from the study, but will continue to participate in the game activities. It is anticipated that their removal from the study could affect their performance in the course. Therefore, the scale scores of these students will not be included in the study analyses.)

研究组 & 干预措施

Puzzle Group

Experimental

A 20-question puzzle, prepared by the researchers and validated through expert opinions from 10 academic midwifery instructors using the Content Validity Index (CVI), will be distributed to the students in this group. Students will be given 10 minutes to complete the puzzle. They will solve three different puzzles at three-week intervals. Each question will be selected from the topics taught by the instructor during the preceding three weeks.

干预措施: Puzzle (Other)

Kahoot Group

Experimental

Students in this group will form the Kahoot group. They will answer the same questions that the puzzle group solved, via the Kahoot application. Visuals will also be used in the questions at this stage. Students will respond with short answers and will be given 10 minutes for each quiz. The application will be conducted three times at three-week intervals, as with the puzzle group. Each question will be selected from the topics taught by the instructor during the preceding three weeks.

干预措施: Kahoot (Other)

结局指标

主要结局

Personal Information Form

时间窗: The form will be administered at the pre-test during students' first participation in the study.

This is a 6-item form that includes questions about students' demographic characteristics, academic grade point averages, and gaming experience

Learning Motivation Scale in Higher Education (YÖMÖ-Ü)

时间窗: Pre-test: Administered immediately before the first game session (on the same day). Post-test: Administered immediately after the final game session (on the same day).

The scale consists of three sub-dimensions: learning goals, approach goals, and avoidance goals, and validity and reliability analyses have shown that it is a reliable measurement tool for Turkish university students. Each sub-dimension is scored separately, and a total score is not calculated. The scores obtained from the sub-dimensions are evaluated separately to determine which behaviors motivate students toward learning.

Gaming Experience (GAMEX) Scale

时间窗: Pre-test: Administered immediately after the completion of the first game session (on the same day). Post-test: Administered immediately after the completion of the final game session (on the same day)

The scale consists of 27 items, each scored on a 1-5 Likert scale. Items in the "Absence of Negative Effects" sub-dimension (3 items) are reverse-coded. The total score obtainable from the scale ranges from 27 to 135. Except for the "Absence of Negative Effects" sub-dimension, higher scores in the other sub-dimensions indicate a better gaming experience

Satisfaction Questionnaire

时间窗: It will be completed immediately after the final game session (on the same day)

Developed by the researchers based on the literature. Students' perceptions of the learning method will be evaluated using this questionnaire

Game (Kahoot-Puzzle) Achievement Test

时间窗: Administered immediately after each game session (three time points: pre-test, mid-test, post-test) on the same day.

Each session will include 20 prepared questions. Since the test will be scored out of 100 points, each correct answer will be worth 5 points. The scores from the games administered in the three sessions will be compared between groups.

次要结局

未报告次要终点

研究者

发起方
Agri Ibrahim Cecen University
申办方类型
Other
责任方
Principal Investigator
主要研究者

Rumeysa ÖZAYABAKAN

Asst. Prof.

Agri Ibrahim Cecen University

研究点 (1)

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