Medication SafetyNCT07584005
Gamified Learning and Medication Error Prevention
A study testing Gamified Medication Safety Training in people with Medication Safety and Patient Safety, run by Ondokuz Mayıs University at 1 site in Turkey (Türkiye).
Trial summary
This study aims to evaluate the effectiveness of gamification (using interactive tools like Kahoot!) on nursing students' awareness and knowledge levels regarding medication safety. Medication errors are a significant concern in healthcare, and innovative educational methods are needed to improve patient safety. Read more about this study
- Who is it for?
- Ages 18 years and olderHealthy volunteers can take part
- Conditions the study is for
- Medication Safety, Patient Safety, Nursing Education
- What is being tested?
- Gamified Medication Safety Training
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 100 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 15 Nov 2025to 15 Jan 2026
- 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 18 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- Volunteering to participate in the study,
- Taking the Fundamentals of Nursing course for the first time
Who cannot join
- Not volunteering to participate in the study.
- Graduating from a health vocational high school or an associate's degree.
- Not continuing the study.
Trial locations and contacts
1 site in 1 country.
About this study
Official title: THE EFFECT OF GAMIFIED LEARNING ON KNOWLEDGE LEVELS REGARDING MEDICATION ERROR PREVENTION IN NURSING STUDENTS: AN EXPERIMENTAL STUDY
This study aims to evaluate the effectiveness of gamification (using interactive tools like Kahoot!) on nursing students' awareness and knowledge levels regarding medication safety. Medication errors are a significant concern in healthcare, and innovative educational methods are needed to improve patient safety. The research will compare the traditional teaching methods with a game-based learning approach to determine which is more effective in enhancing students' clinical skills and attention to safety protocols.
Read the detailed description
Following the World Health Organization's (WHO) "Medication Without Harm" challenge and the Institute for Safe Medication Practices (ISMP) guidelines, this study focuses on reducing medication errors through innovative nursing education. The research is designed to measure how gamified learning modules influence the cognitive and practical competencies of nursing students.
The intervention group will participate in sessions incorporating gamification elements, such as competitive quizzes (Kahoot!), rewards, and interactive feedback, while the control group will receive standard lecture-based instruction. Data will be collected using pre-test and post-test knowledge assessments and medication safety awareness scales. The study seeks to provide evidence on whether digital gamification can be a sustainable and more engaging alternative to traditional nursing education models in the context of patient safety.
- Conditions
- Medication Safety, Patient Safety, Nursing Education
- Being tested
- Gamified Medication Safety Training
- Keywords
- Game-Based Learning, Nursing Students, Medication Errors, Kahoot!
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamified Medication Safety TrainingBehavioural
This study aims to compare traditional education methods with a gamified learning approach (using Kahoot!) to enhance nursing students' knowledge and awareness of medication safety. Starting in the 8th week of the curriculum, the process ensures participant privacy through code names while collecting baseline data via personal information forms and pre-tests. Between weeks 9 and 12, both the experimental and control groups receive 12 hours of theoretical and 24 hours of laboratory instruction on medication errors. Following this core training, the experimental group participates in a 4-week gamification intervention featuring 20-question interactive sessions and class discussions in a separate environment to prevent contamination. The study concludes with a first post-test immediately after the intervention and a second post-test four weeks later to evaluate knowledge retention, finally providing the same gamified experience to the control group at the end of the semester to ensure edu
| Study group | Role | What they receive |
|---|---|---|
| Experimental Intervention | Experimental | The experimental intervention involves a game-based learning approach focused on medication safety. Participants in this group will receive nursing safety training integrated with gamification elements (Kahoot! ) to enhance their awareness of medication errors and safety protocols. This training is designed based on the World Health Organization's (WHO) 'Medication Without Harm' challenges and international safety guidelines. The intervention aims to increase clinical competency through competitive and engaging digital educational tools. Receives: Behavioral: Gamified Medication Safety Training |
| No Intervention | No intervention | The control group will receive traditional nursing education regarding medication safety and patient safety protocols. This instruction consists of standard classroom lectures and literature-based materials without the integration of any gamification elements or interactive digital tools like Kahoot!. The content provided is based on the same clinical guidelines (WHO and ISMP) as the experimental group to ensure educational consistency, but it follows a conventional pedagogical approach. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Medication Error Knowledge Score
Total score obtained from the "Medication Error Knowledge Assessment Form". The scale evaluates students' theoretical and practical knowledge levels regarding medication safety protocols
Measured: Immediately after the 4-week gamification intervention
Secondary outcomes (1)
Knowledge Retention Level
Assessment of the sustainability of the knowledge gained during the intervention, measured using the same assessment form to compare scores over time.
Measured: Four weeks after the completion of the intervention (Post-test 2/Retention test).
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted13 May 2026
- Study start15 Nov 2025
- Primary completion15 Jan 2026
- Study completion15 Jan 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Medication SafetyStudies 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
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- The study was in the experimental type and was conducted as a longitudinal randomized controlled study according to the pretest-posttest trial model.
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 100 participants (actual)
Sponsor and investigators
- Lead sponsor
- Ondokuz Mayıs University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Cansev BAL, Ondokuz Mayıs University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07584005
- Sponsor's protocol ID
- OMU-HEM-ESAS-26
- Status last verified
- May 2026
- First submitted
- 1 May 2026
- Last updated
- 13 May 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: Other researchers may view the study once its is published.
Publications
Aydınlı, A. (2025). Öğrenci hemşirelerin ilaç güvenliği yeterliliklerinin belirlenmesi. Uluborlu Mesleki Bilimler Dergisi, 8(2), 16-22. Berman, A., Snyder, S. J., & Frandsen, G. (2016). Kozier and Erb's fundamentals of nursing: Concepts, process and practice (10th ed., pp. 750-827). Pearson Education Inc. Buendgens, B., et al. (2023). Gamification in nursing safety training: Effects on medication safety awareness. BMC Nursing, 22(1), 145-152. https://doi.org/10.1186/s12912-023-01123-9 Chen, F., Lui, A. M., & Martinelli, S. M. (2021). A systematic review of game-based learning in nursing education. Nurse Education in Practice, 52, 103021. https://doi.org/10.1016/j.nepr.2021.103021
Study at a glance
From the registry record, last updated by the sponsor on 13 May 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- THE EFFECT OF GAMIFIED LEARNING ON KNOWLEDGE LEVELS REGARDING MEDICATION ERROR PREVENTION IN NURSING STUDENTS: AN EXPERIMENTAL STUDY
- ClinicalTrials.gov ID
- NCT07584005
- Acronym / sponsor ID
- OMU-HEM-ESAS-26
- Conditions
- Medication Safety, Patient Safety, Nursing Education
- Keywords
- Game-Based Learning, Nursing Students, Medication Errors, Kahoot!
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 100 participants (actual)
- Lead sponsor
- Ondokuz Mayıs UniversityUniversity, hospital or other
- Study start
- 15 Nov 2025 (actual)
- Primary completion
- 15 Jan 2026 (actual)
- Study completion
- 15 Jan 2026 (actual)
- First posted
- 13 May 2026 (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 study aims to evaluate the effectiveness of gamification (using interactive tools like Kahoot!) on nursing students' awareness and knowledge levels regarding medication safety. Medication errors are a significant concern in healthcare, and innovative educational methods are needed to improve patient safety. The research will compare the traditional teaching methods with a game-based learning approach to determine which is more effective in enhancing students' clinical skills and attention to safety protocols.
Detailed description
Following the World Health Organization's (WHO) "Medication Without Harm" challenge and the Institute for Safe Medication Practices (ISMP) guidelines, this study focuses on reducing medication errors through innovative nursing education. The research is designed to measure how gamified learning modules influence the cognitive and practical competencies of nursing students.
The intervention group will participate in sessions incorporating gamification elements, such as competitive quizzes (Kahoot!), rewards, and interactive feedback, while the control group will receive standard lecture-based instruction. Data will be collected using pre-test and post-test knowledge assessments and medication safety awareness scales. The study seeks to provide evidence on whether digital gamification can be a sustainable and more engaging alternative to traditional nursing education models in the context of patient safety.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 2
- Model description
- The study was in the experimental type and was conducted as a longitudinal randomized controlled study according to the pretest-posttest trial model.
| Arm | Type | Receives |
|---|---|---|
| Experimental Intervention | Experimental | Behavioral: Gamified Medication Safety TrainingThe experimental intervention involves a game-based learning approach focused on medication safety. Participants in this group will receive nursing safety training integrated with gamification elements (Kahoot! ) to enhance their awareness of medication errors and safety protocols. This training is designed based on the World Health Organization's (WHO) 'Medication Without Harm' challenges and international safety guidelines. The intervention aims to increase clinical competency through competitive and engaging digital educational tools. |
| No Intervention | No intervention | –The control group will receive traditional nursing education regarding medication safety and patient safety protocols. This instruction consists of standard classroom lectures and literature-based materials without the integration of any gamification elements or interactive digital tools like Kahoot!. The content provided is based on the same clinical guidelines (WHO and ISMP) as the experimental group to ensure educational consistency, but it follows a conventional pedagogical approach. |
Who may qualify
- Ages
- 18 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (2 listed)
- Volunteering to participate in the study,
- Taking the Fundamentals of Nursing course for the first time
Key exclusion criteria (3 listed)
- Not volunteering to participate in the study.
- Graduating from a health vocational high school or an associate's degree.
- Not continuing the study.
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 |
|---|---|---|
| Gamified Medication Safety TrainingThis study aims to compare traditional education methods with a gamified learning approach (using Kahoot!) to enhance nursing students' knowledge and awareness of medication safety. Starting in the 8th week of the curriculum, the process ensures participant privacy through code names while collecting baseline data via personal information forms and pre-tests. Between weeks 9 and 12, both the experimental and control groups receive 12 hours of theoretical and 24 hours of laboratory instruction on medication errors. Following this core training, the experimental group participates in a 4-week gamification intervention featuring 20-question interactive sessions and class discussions in a separate environment to prevent contamination. The study concludes with a first post-test immediately after the intervention and a second post-test four weeks later to evaluate knowledge retention, finally providing the same gamified experience to the control group at the end of the semester to ensure edu | Behavioural | Experimental Intervention |
Primary outcome
Medication Error Knowledge Score
Time frame: Immediately after the 4-week gamification intervention
Total score obtained from the "Medication Error Knowledge Assessment Form". The scale evaluates students' theoretical and practical knowledge levels regarding medication safety protocols
1 secondary outcome
Knowledge Retention Level
Time frame: Four weeks after the completion of the intervention (Post-test 2/Retention test).
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 13 May 2026.
- Results publicationAydınlı, A. (2025). Öğrenci hemşirelerin ilaç güvenliği yeterliliklerinin belirlenmesi. Uluborlu Mesleki Bilimler Dergisi, 8(2), 16-22. Berman, A., Snyder, S. J., & Frandsen, G. (2016). Kozier and Erb's fundamentals of nursing: Concepts, process and practice (10th ed., pp. 750-827). Pearson Education Inc. Buendgens, B., et al. (2023). Gamification in nursing safety training: Effects on medication safety awareness. BMC Nursing, 22(1), 145-152. https://doi.org/10.1186/s12912-023-01123-9 Chen, F., Lui, A. M., & Martinelli, S. M. (2021). A systematic review of game-based learning in nursing education. Nurse Education in Practice, 52, 103021. https://doi.org/10.1016/j.nepr.2021.103021
- Individual participant dataSharing planned: No. Other researchers may view the study once its is published.
Related trials for Medication Safety
RecruitingPhase 2
A Clinical Trial Testing the Safety of the Investigational Drug Pumitamig (BNT327) and How Well it Works in Patients With Recurrent Glioblastoma
Recurrent Glioblastoma
Not yet recruitingPhase 2
Neoadjuvant Disitamab Vedotin, Toripalimab, and Radiotherapy for High-risk UTUC ( LUXUS07.1 )
Urothelial Carcinoma of the Renal Pelvis and Ureter, Neoadjuvant Therapy
Active, not recruitingPhase 1
A Study to Test Different Doses of BI 1823911 Alone and Combined With Other Medicines in People With Different Types of Advanced Cancer With KRAS Mutation
Solid Tumors, KRAS Mutation
RecruitingPhase 2
A Study of TAK-226 for Anemia in Japanese Patients With Lower-Risk Myelodysplastic Syndromes
Myelodysplastic Syndromes
Not yet recruitingPhase 1/2
Efficacy and Safety of Dapagliflozin as an Adjunct to Conventional Disease-Modifying Antirheumatic Drugs in Patients With Rheumatoid Arthritis
Rheumatoid Arthritis (RA
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 Gamified Medication Safety Training in people with Medication Safety and Patient Safety, run by Ondokuz Mayıs 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 2 inclusion and 3 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 13 May 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?
Medication Error Knowledge Score (time frame: Immediately after the 4-week gamification intervention). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT07584005, which also lists 1 linked publication.
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 13 May 2026.