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).
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
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.
- Conditions
- Education, Midwifery Education, Gameifaction
- 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 group | Role | What they receive |
|---|---|---|
| Puzzle Group | Experimental | 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 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 Group | Experimental | Students 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.
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.
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).
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)
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)
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.
- First posted1 Dec 2025
- Study start19 Nov 2025
- Primary completion31 Dec 2025
- Study completion31 Dec 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for EducationStudies 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
- None (open label)
- Enrolment
- 39 participants (actual)
Sponsor and investigators
- Lead sponsor
- Agri Ibrahim Cecen University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Rumeysa ÖZAYABAKAN, Agri Ibrahim Cecen University
- Investigators
- Rumeysa ÖZAYABAKAN, Principal investigator, Agri Ibrahim Cecen UniversityBetül Uncu, Principal investigator, Istanbul University - CerrahpasaRukiye DUMAN, Principal investigator, Istanbul University - Cerrahpasa
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
Study at a glance
From the registry record, last updated by the sponsor on 17 Apr 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Play to Learn: A Comparison of Puzzle-Based and Kahoot-Based Gamification in Midwifery Education
- ClinicalTrials.gov ID
- NCT07256041
- Acronym / sponsor ID
- Agri Ibrahim Cecen Uni.
- Conditions
- Education, Midwifery Education, Gameifaction
- Keywords
- midwifery education, gameifaction, gaming experience, puzzle, Kahoot, learning motivation
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 39 participants (actual)
- Lead sponsor
- Agri Ibrahim Cecen UniversityUniversity, hospital or other
- Study start
- 19 Nov 2025 (actual)
- Primary completion
- 31 Dec 2025 (actual)
- Study completion
- 31 Dec 2025 (actual)
- First posted
- 1 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.
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.
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.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Puzzle Group | Experimental | Other: PuzzleA 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. |
| Kahoot Group | Experimental | Other: KahootStudents 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. |
Who may qualify
- Sex
- Female only
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (5 listed)
- 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
Key exclusion criteria (4 listed)
- 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.)
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 |
|---|---|---|
| PuzzleStudents in this group will solve three different puzzles, each administered at three-week intervals. | Other | Puzzle Group |
| KahootStudents in this group will complete three different Kahoot quizzes, each conducted at three-week intervals. | Other | Kahoot Group |
Primary outcome
Personal Information Form
Time frame: The form will be administered at the pre-test during students' first participation in the study.
This is a 6-item form that includes questions about students' demographic characteristics, academic grade point averages, and gaming experience
Learning Motivation Scale in Higher Education (YÖMÖ-Ü)
Time frame: 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).
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.
Gaming Experience (GAMEX) Scale
Time frame: 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)
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
Satisfaction Questionnaire
Time frame: It will be completed immediately after the final game session (on the same day)
Developed by the researchers based on the literature. Students' perceptions of the learning method will be evaluated using this questionnaire
Game (Kahoot-Puzzle) Achievement Test
Time frame: Administered immediately after each game session (three time points: pre-test, mid-test, post-test) on the same day.
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.
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 17 Apr 2026.
- Individual participant dataSharing planned: Undecided
Related trials for Education
Not yet recruitingObservational study
Validation of the Healthcare Relationship Assessment Scale (ERA) in Health Sciences Students.
Health Adult Subjects, Communication
RecruitingEarly Phase 1
Developing Transcranial Neuromodulation Protocols for Learning and Decision-Making
Normal Physiology
Recruiting
Evaluation of a French Hospital Discharge Therapeutic Education Program by Nurses for Heart Failure Patient (EduSor)
Heart Failure
Recruiting
Tele-HOPE: A Telehealth Pharmacist Opioid Patient Education Pilot Study
Hematopoietic and Lymphatic System Neoplasm, Malignant Solid Neoplasm
Not yet recruiting
Mobile Game-Based Versus Classic First Aid Education in Adolescents: Randomized Controlled Trial
First Aid, Health Education in Schoolchildren
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.
Rumeysa ÖZAYABAKAN principal investigator
Agri Ibrahim Cecen University
Betül Uncu principal investigator
Istanbul University - Cerrahpasa
Rukiye DUMAN principal investigator
Istanbul University - Cerrahpasa
1 site in 1 country: see every site and its status.
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.