This study is designed as a randomized controlled trial (RCT) with a pretest-posttest-follow-up design. It aims to compare the effectiveness of gamified teaching methods (Gimkit and escape room) with traditional theoretical education in improving nursing students' Human Papillomavirus (HPV)-related knowledge and literacy.
This study is designed as a randomized controlled trial (RCT) with a pretest-posttest-follow-up design to evaluate the effectiveness of gamified teaching strategies in nursing education. The study will be conducted among third-year nursing students enrolled in the Obstetrics and Gynecology Nursing course. Participants will be randomly assigned into three groups: 1. Gimkit-based gamification combined with theoretical education 2. Escape room-based gamification combined with theoretical education 3. Control group (theoretical education only) All participants will receive standardized theoretical instruction on Human Papillomavirus (HPV). Subsequently, participants in the intervention groups will engage in gamified learning activities (Gimkit or escape room), while the control group will not receive any additional intervention. Data Collection Instruments Data will be collected using the following instruments: Student Information Form Human Papillomavirus (HPV) Knowledge Scale The Human Papillomavirus (HPV) Knowledge Scale was developed by Waller et al. (2013) and adapted into Turkish by Demir (2019). The scale consists of 33 items assessing knowledge related to HPV infection, vaccination, and screening. Human Papillomavirus Literacy Scale (HPV-LS) The Human Papillomavirus Literacy Scale (HPV-LS), developed by Türkoğlu and Akpınar Ay (2025), evaluates individuals' knowledge, comprehension, and decision-making abilities related to HPV. Gameful Experience Scale (GAMEX) The Gameful Experience Scale (GAMEX), developed by Eppmann et al. (2018), is used to assess participants' game-based learning experiences. Data Collection Time Points Data will be collected at four time points: 1. Pretest (before theoretical education) 2. Posttest 1 (immediately after theoretical education) 3. Posttest 2 (immediately after the intervention) 4. Follow-up test (one month after Posttest 2) Outcome Measures Primary outcomes include HPV knowledge and HPV literacy levels. The secondary outcome is game-based learning experience measured using the Gameful Experience Scale (GAMEX). Statistical Analysis Data will be analyzed using IBM Statistical Package for the Social Sciences (SPSS) Statistics, version 25.0. Normality will be assessed using the Shapiro-Wilk test. Parametric analyses will be conducted using one-way analysis of variance (ANOVA). Non-parametric analyses will include: Mann-Whitney U test Kruskal-Wallis test Wilcoxon signed-rank test Categorical variables will be analyzed using: Chi-square test McNemar test Correlation analysis will be performed using the Spearman rank correlation coefficient. Statistical significance will be set at p \< 0.05.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
OTHER
Masking
NONE
Enrollment
90
Participants will receive standardized theoretical education on Human Papillomavirus (HPV), followed by participation in a Gimkit-based digital quiz game consisting of multiple-choice and true/false questions designed to reinforce HPV-related knowledge.
Participants will receive standardized theoretical education on Human Papillomavirus (HPV), followed by participation in structured escape room-based learning activities consisting of crossword puzzles, word search tasks, and matching exercises designed to reinforce HPV-related knowledge.
Aydın Adnan Menderes University
Aydin, Turkey (Türkiye)
HPV Knowledge Level
Human Papillomavirus (HPV) Knowledge Scale. Scores range from 0 to 33; higher scores indicate greater knowledge.
Time frame: Baseline (Day 0, 17.04.2026), immediately after theoretical education (Day 0), immediately after the intervention (Day 7, 24.04.2026), and follow-up (Day 28, 15.05.2026)
HPV Literacy Level
Human Papillomavirus (HPV) Literacy Scale. Scores range from 24 to 120; higher scores indicate higher literacy.
Time frame: Baseline (Day 0, 17.04.2026), immediately after theoretical education (Day 0), immediately after the intervention (Day 7, 24.04.2026), and follow-up (Day 28, 15.05.2026)
Gamified Learning Experience
Gameful Experience Scale (GAMEX). Higher scores indicate more positive gamified learning experience.
Time frame: Day 7 (24.04.2026)
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