Comparing retrieval-based and collaborative gamification strategies for knowledge acquisition and retention in nursing education: A randomized controlled trial

IF 4.5 3区 医学 Q1 NURSING
Nurse Education in Practice Pub Date : 2026-08-01 Epub Date: 2026-07-25 DOI:10.1016/j.nepr.2026.104933
Abdülkadir Deni̇z, Nihal Taşkiran
{"title":"Comparing retrieval-based and collaborative gamification strategies for knowledge acquisition and retention in nursing education: A randomized controlled trial","authors":"Abdülkadir Deni̇z,&nbsp;Nihal Taşkiran","doi":"10.1016/j.nepr.2026.104933","DOIUrl":null,"url":null,"abstract":"<div><h3>Aim</h3><div>This study compared the effects of retrieval-based digital gamification (Gimkit) and collaborative educational escape room learning on nursing students’ knowledge acquisition and retention.</div></div><div><h3>Background</h3><div>Gamification is increasingly used in nursing education to enhance student engagement and learning outcomes. However, limited evidence exists regarding the comparative effectiveness of different gamification modalities. Understanding how retrieval-based and collaborative gamification approaches influence learning may help educators select strategies that align with specific educational objectives.</div></div><div><h3>Design</h3><div>A three-arm, pretest–posttest–follow-up randomized controlled trial.</div></div><div><h3>Methods</h3><div>The study was conducted with 82 third-year nursing students between April and June 2026. Following standardized theoretical instruction, students participated in a Gimkit activity, an educational escape room activity, or a control condition. Data were collected using the Human Papillomavirus (HPV) Knowledge Scale and the Gameful Experience Scale (GAMEX).</div></div><div><h3>Results</h3><div>HPV knowledge scores changed significantly over time, with a significant group × time interaction effect. Students in the Gimkit group achieved significantly higher post-intervention knowledge scores than those in the escape room and control groups, with large effect sizes. No statistically significant between-group differences were observed at the short-term follow-up. Both intervention groups reported positive and comparable gameful learning experiences.</div></div><div><h3>Conclusions</h3><div>Retrieval-based digital gamification produced greater immediate knowledge gains than collaborative escape room learning. Although follow-up knowledge scores did not differ significantly between groups, both gamification approaches were associated with positive learning experiences. The findings suggest that different gamification modalities may support different learning processes depending on the educational objective.</div></div>","PeriodicalId":48715,"journal":{"name":"Nurse Education in Practice","volume":"95 ","pages":"Article 104933"},"PeriodicalIF":4.5000,"publicationDate":"2026-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Nurse Education in Practice","FirstCategoryId":"3","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1471595326002362","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/7/25 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"NURSING","Score":null,"Total":0}
引用次数: 0

Abstract

Aim

This study compared the effects of retrieval-based digital gamification (Gimkit) and collaborative educational escape room learning on nursing students’ knowledge acquisition and retention.

Background

Gamification is increasingly used in nursing education to enhance student engagement and learning outcomes. However, limited evidence exists regarding the comparative effectiveness of different gamification modalities. Understanding how retrieval-based and collaborative gamification approaches influence learning may help educators select strategies that align with specific educational objectives.

Design

A three-arm, pretest–posttest–follow-up randomized controlled trial.

Methods

The study was conducted with 82 third-year nursing students between April and June 2026. Following standardized theoretical instruction, students participated in a Gimkit activity, an educational escape room activity, or a control condition. Data were collected using the Human Papillomavirus (HPV) Knowledge Scale and the Gameful Experience Scale (GAMEX).

Results

HPV knowledge scores changed significantly over time, with a significant group × time interaction effect. Students in the Gimkit group achieved significantly higher post-intervention knowledge scores than those in the escape room and control groups, with large effect sizes. No statistically significant between-group differences were observed at the short-term follow-up. Both intervention groups reported positive and comparable gameful learning experiences.

Conclusions

Retrieval-based digital gamification produced greater immediate knowledge gains than collaborative escape room learning. Although follow-up knowledge scores did not differ significantly between groups, both gamification approaches were associated with positive learning experiences. The findings suggest that different gamification modalities may support different learning processes depending on the educational objective.
比较检索和协作游戏化策略在护理教育中的知识获取和保留:一项随机对照试验。
目的:比较基于检索的数字游戏化(Gimkit)和协同教育逃生室学习对护生知识获取和记忆的影响。背景:游戏化越来越多地应用于护理教育,以提高学生的参与度和学习成果。然而,关于不同游戏化模式的比较有效性的证据有限。了解基于检索和协作的游戏化方法如何影响学习,可以帮助教育者选择与特定教育目标相一致的策略。设计:三组随机对照试验。方法:于2026年4 - 6月对82名护大三学生进行调查。在标准化的理论指导下,学生们参加了一个Gimkit活动、一个教育逃生室活动或一个控制条件。使用人乳头瘤病毒(HPV)知识量表和游戏体验量表(GAMEX)收集数据。结果:HPV知识得分随时间变化显著,具有显著的组× 时间交互效应。Gimkit组学生的干预后知识得分显著高于密室组和对照组,具有较大的效应量。短期随访组间差异无统计学意义。两个干预组都报告了积极的和可比较的游戏学习经历。结论:基于检索的数字游戏化比协作式密室学习产生更直接的知识收获。尽管两组之间的后续知识得分没有显著差异,但两种游戏化方法都与积极的学习经历有关。研究结果表明,根据教育目标,不同的游戏化模式可能支持不同的学习过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
5.40
自引率
9.40%
发文量
180
审稿时长
51 days
期刊介绍: Nurse Education in Practice enables lecturers and practitioners to both share and disseminate evidence that demonstrates the actual practice of education as it is experienced in the realities of their respective work environments. It is supportive of new authors and will be at the forefront in publishing individual and collaborative papers that demonstrate the link between education and practice.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书