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Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training

S

Suleyman Demirel University

Status

Completed

Conditions

Gamification
Respiratory System Skills
Academic Achievement
Gamification in Health Education
Gamified Learning
Game Based Learning
Nursing Students
Achievement Motivation
Gimkit

Treatments

Behavioral: Gimkit Game-Based Learning

Study type

Interventional

Funder types

Other

Identifiers

NCT07309939
GİMKİT-RCT

Details and patient eligibility

About

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.

Full 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.

Enrollment

114 patients

Sex

All

Volunteers

Accepts Healthy Volunteers

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

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

114 participants in 2 patient groups

Gimkit Game-Based Learning
Experimental group
Description:
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.
Treatment:
Behavioral: Gimkit Game-Based Learning
Control Group
No Intervention group
Description:
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.

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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