Comparing Digital and Collaborative Gamified Reinforcement Strategies for HPV Literacy and Retention Among Nursing Students
Starting soon · Not applicable
Conditions studied: Health Literacy, Human Papillomavirus (HPV) Infection, Nursing Education
In brief
This randomized comparative study aims to evaluate the effectiveness of two gamified reinforcement strategies, Gimkit and Escape Room, on human papillomavirus (HPV) literacy, short-term retention, and gameful learning experiences among undergraduate nursing students. Following standardized theoretical instruction on HPV infection, participants will be randomly assigned to either a digital quiz-based gamification intervention (Gimkit) or a collaborative Escape Room activity. Outcomes will be assessed using the Human Papillomavirus Literacy Scale (HPV-LS) and the Gameful Experience Scale (GAMEX) at multiple time points, including baseline, post-theoretical instruction, post-intervention, and one-month follow-up.
Key facts
- Study ID
- NCT07667127
- Run by
- Aydin Adnan Menderes University
- People needed
- 64
- Starts
- 2026-09-21
- Expected to finish
- 2026-10-26
- Last updated by the study team
- 2026-07-02
Who can join
Age: 18 and older, up to 45. Sex: any. Healthy volunteers: accepted.
You may qualify if…
- Being a nursing student
- Voluntary participation
- Aged 18 years or older
- Participation in all measurement points
- Ownership of a smartphone
- Internet access
- Having headphones
You may not qualify if…
- Incomplete data forms
- Not participating in intervention sessions
- Absence in posttest or follow-up
Full record on ClinicalTrials.gov
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