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Gamified LearningNCT07309939

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

A study testing Gimkit Game-Based Learning in people with Gamified Learning and Gimkit, run by Suleyman Demirel 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

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. Read more about this study

Who is it for?
Any ageHealthy volunteers can take part
Conditions the study is for
Gamified Learning, Gimkit, Game Based Learning
What is being tested?
Gimkit Game-Based Learning
Could I receive a placebo?
No, everyone receives an active treatment
How many people
114 participants
Where
1 siteTurkey (Türkiye)
Study dates
6 May 2025to 30 May 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
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult, Older adult

Who may be able to join

  • First-year nursing students
  • Enrolled in Fundamentals of Nursing course
  • Participating in respiratory system skills laboratory
  • Volunteering to participate in the study

Who cannot join

  • Not attending the skills laboratory session
  • Not completing pre- or post-tests

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Süleyman Demirel Üniversitesi

    Isparta

Other trials in Turkey (Türkiye)

About this study

Official title: Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training: A Randomized Controlled Trial

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.

Read the 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.

Being tested
Gimkit Game-Based Learning

What participants receive

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

  • Gimkit Game-Based LearningBehavioural

    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.

Study groups in NCT07309939
Study groupRoleWhat they receive
Gimkit Game-Based LearningExperimentalThe 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.
Receives: Behavioral: Gimkit Game-Based Learning
Control GroupNo interventionStudents 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.

What is being measured

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

  1. Achievement Motivation Score

    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).

    Measured: Pre-intervention (baseline) and immediately post-intervention

  2. Academic Achievement (Knowledge Test Score)

    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.

    Measured: Two weeks after the skills lab session

Secondary outcomes (1)
  1. Game Experience Score

    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.

    Measured: Immediately post-intervention (after the Gimkit session)

Timeline

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

  1. First posted30 Dec 2025
  2. Study start6 May 2025
  3. Primary completion6 May 2025
  4. Study completion30 May 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
Single blind
Who is masked
Participant
Enrolment
114 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07309939
Sponsor's protocol ID
GİMKİT-RCT
Status last verified
Nov 2025
First submitted
16 Dec 2025
Last updated
30 Dec 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Gimkit Game-Based Learning in people with Gamified Learning and Gimkit, run by Suleyman Demirel 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 4 inclusion and 2 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 30 Dec 2025. 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?

Achievement Motivation Score (time frame: Pre-intervention (baseline) and immediately post-intervention). The study lists 2 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 30 Dec 2025.

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