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Comparison of Gamification Approaches in Midwifery Education
Sponsor: Agri Ibrahim Cecen University
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. 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.
Official title: Play to Learn: A Comparison of Puzzle-Based and Kahoot-Based Gamification in Midwifery Education
Key Details
Gender
FEMALE
Age Range
Any - Any
Study Type
INTERVENTIONAL
Enrollment
39
Start Date
2025-11-19
Completion Date
2025-12-31
Last Updated
2026-04-15
Healthy Volunteers
Yes
Conditions
Interventions
Puzzle
Students in this group will solve three different puzzles, each administered at three-week intervals.
Kahoot
Students in this group will complete three different Kahoot quizzes, each conducted at three-week intervals.
Locations (1)
Ağrı İbrahim Çeçen Üniversitesi
Ağrı, Center, Turkey (Türkiye)