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EducationNCT07256041

Comparison of Gamification Approaches in Midwifery Education

A study testing Puzzle and Kahoot in people with Education and Midwifery Education, run by Agri Ibrahim Cecen University at 1 site in Turkey (Türkiye).

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

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. Read more about this study

Who is it for?
Any age, women onlyHealthy volunteers can take part
Conditions the study is for
Education, Midwifery Education, Gameifaction
What is being tested?
Puzzle and Kahoot
Could I receive a placebo?
No, everyone receives an active treatment
How many people
39 participants
Where
1 siteTurkey (Türkiye)
Study dates
19 Nov 2025to 31 Dec 2025
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages Any age
  • Women only
  • Healthy volunteers accepted
  • Child, Adult, Older adult

Who may be able to join

  • 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

Who cannot join

  • 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.)

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Ağrı İbrahim Çeçen Üniversitesi

    Ağrı, Center, 04000

Other trials in Turkey (Türkiye)

About this study

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

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.

Read the detailed description

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.

Being tested
Puzzle, Kahoot
Keywords
midwifery education, gameifaction, gaming experience, puzzle, Kahoot, learning motivation

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • PuzzleOther

    Students in this group will solve three different puzzles, each administered at three-week intervals.

  • KahootOther

    Students in this group will complete three different Kahoot quizzes, each conducted at three-week intervals.

Study groups in NCT07256041
Study groupRoleWhat they receive
Puzzle GroupExperimentalA 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.
Receives: Other: Puzzle
Kahoot GroupExperimentalStudents 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.
Receives: Other: Kahoot

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Personal Information Form

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

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

  2. Learning Motivation Scale in Higher Education (YÖMÖ-Ü)

    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.

    Measured: 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).

  3. Gaming Experience (GAMEX) Scale

    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

    Measured: 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)

  4. Satisfaction Questionnaire

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

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

  5. Game (Kahoot-Puzzle) Achievement Test

    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.

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

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted1 Dec 2025
  2. Study start19 Nov 2025
  3. Primary completion31 Dec 2025
  4. Study completion31 Dec 2025

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
39 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07256041
Sponsor's protocol ID
Agri Ibrahim Cecen Uni.
Status last verified
Nov 2025
First submitted
18 Nov 2025
Last updated
17 Apr 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided

Questions about this trial

What is this clinical trial studying?

A study testing Puzzle and Kahoot in people with Education and Midwifery Education, run by Agri Ibrahim Cecen University at 1 site in Turkey (Türkiye).

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 5 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 17 Apr 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Personal Information Form (time frame: The form will be administered at the pre-test during students' first participation in the study.). The study lists 5 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 17 Apr 2026; AzTrials last refreshed its copy on 7 Nov 2026.

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