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).
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
- Type of treatment
- Lifestyle or therapy programme
- 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.
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.
- Conditions
- Gamified Learning, Gimkit, Game Based Learning, Nursing Students, Respiratory System Skills, Achievement Motivation
- 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 group | Role | What they receive |
|---|---|---|
| Gimkit Game-Based Learning | Experimental | 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. Receives: Behavioral: Gimkit Game-Based Learning |
| Control Group | No intervention | 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. |
What is being measured
The primary outcome is the main question the study is designed to answer.
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
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)
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.
- First posted30 Dec 2025
- Study start6 May 2025
- Primary completion6 May 2025
- Study completion30 May 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Gamified LearningStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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)
Sponsor and investigators
- Lead sponsor
- Suleyman Demirel University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Gamze Bolattürk, Suleyman Demirel University
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
Study at a glance
From the registry record, last updated by the sponsor on 30 Dec 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of Gimkit-Based Gamified Learning on Achievement Motivation, Academic Performance, and Game Experience in Respiratory Skills Training: A Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT07309939
- Acronym / sponsor ID
- GİMKİT-RCT
- Conditions
- Gamified Learning, Gimkit, Game Based Learning, Nursing Students, Respiratory System Skills, Achievement Motivation
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 114 participants (actual)
- Lead sponsor
- Suleyman Demirel UniversityUniversity, hospital or other
- Study start
- 6 May 2025 (actual)
- Primary completion
- 6 May 2025 (actual)
- Study completion
- 30 May 2025 (actual)
- First posted
- 30 Dec 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
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.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Gimkit Game-Based Learning | Experimental | Behavioral: Gimkit Game-Based LearningThe 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. |
| Control Group | No intervention | –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. |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (4 listed)
- First-year nursing students
- Enrolled in Fundamentals of Nursing course
- Participating in respiratory system skills laboratory
- Volunteering to participate in the study
Key exclusion criteria (2 listed)
- Not attending the skills laboratory session
- Not completing pre- or post-tests
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Gimkit Game-Based LearningThe 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. | Behavioural | Gimkit Game-Based Learning |
Primary outcome
Achievement Motivation Score
Time frame: Pre-intervention (baseline) and immediately post-intervention
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).
Academic Achievement (Knowledge Test Score)
Time frame: Two weeks after the skills lab session
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.
1 secondary outcome
Game Experience Score
Time frame: Immediately post-intervention (after the Gimkit session)
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 30 Dec 2025.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
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.