Mohammadi Aeen, Aazami Sanaz, Azizifar Akbar
Department of Medical Education, Smart University of Medical Sciences, Tehran, Iran.
Department of Nursing, Faculty of Nursing and Midwifery, Ilam University of Medical Science, Ilam, Iran.
Nurs Res Pract. 2025 Jul 28;2025:3518943. doi: 10.1155/nrp/3518943. eCollection 2025.
Nursing students often lack engagement and confidence in vaccination procedures, despite their critical public health importance. To address this gap, this study aimed to assess the effect of Kahoot!-based gamification on nursing students' knowledge, satisfaction, interest, and collaboration regarding vaccination. The students were randomly divided into two groups: case (Kahoot! game) and control (teaching in the traditional way). Eight different games were created based on vaccination topics. During each session, the case group played one of the games developed by Kahoot!. Then, at the end of 8 sessions, the posttest was taken from both controls and cases. Findings from ANCOVA showed that the average knowledge after the internship in the group that used gamification with Kahoot! was significantly ( [1, 69] = 27.208, ≤ 0.001) increased even after controlling for the effect of baseline knowledge. An independent -test was performed to compare the average satisfaction of the internship between the two groups of control (mean = 7.5, SD = 1.34) and intervention (mean = 8.7, SD = 1.04), which showed to be significant ( (70) = 4.23, ≤ 0.001). In addition, our results showed that the overall average interest in Kahoot!'s classes was 34.1 (SD = 2.03), ranging from 29 to 38. The average score for level of interaction at Kahoot!'s classes was 33.47 (SD = 2.36), ranging from 26 to 37. In general, our findings showed that nursing students' knowledge and satisfaction significantly increased after the end of 8 weeks of Kahoot! gamification. Moreover, we found that the level of interest and collaboration among students after gamification with Kahoot! was significantly higher than the average score of 2.5.
尽管疫苗接种程序对公共卫生至关重要,但护理专业学生在这些程序方面往往缺乏参与度和信心。为了弥补这一差距,本研究旨在评估基于 Kahoot!的游戏化教学对护理专业学生在疫苗接种知识、满意度、兴趣和协作方面的影响。学生被随机分为两组:实验组(Kahoot!游戏组)和对照组(传统教学组)。基于疫苗接种主题创建了八个不同的游戏。在每次课程中,实验组玩 Kahoot!开发的其中一个游戏。然后,在8次课程结束时,对对照组和实验组都进行了后测。协方差分析的结果表明,即使在控制了基线知识的影响后,使用 Kahoot!进行游戏化教学的小组在实习后的平均知识水平仍显著提高([1, 69] = 27.208,p ≤ 0.001)。进行独立t检验以比较对照组(均值 = 7.5,标准差 = 1.34)和干预组(均值 = 8.7,标准差 = 1.04)实习的平均满意度,结果显示差异显著(t(70) = 4.23,p ≤ 0.001)。此外,我们的结果表明,对 Kahoot!课程的总体平均兴趣为34.1(标准差 = 2.03),范围从29到38。Kahoot!课程的互动水平平均得分为33.47(标准差 = 2.36),范围从26到37。总体而言,我们的研究结果表明,在经过8周的 Kahoot!游戏化教学后,护理专业学生的知识和满意度显著提高。此外,我们发现,在使用 Kahoot!进行游戏化教学后,学生之间的兴趣和协作水平显著高于平均得分2.5。