{"title":"护理系学生学习使用Kahoot接种疫苗!游戏化:知识、满意度、兴趣和合作的干预研究。","authors":"Aeen Mohammadi, Sanaz Aazami, Akbar Azizifar","doi":"10.1155/nrp/3518943","DOIUrl":null,"url":null,"abstract":"<p><p><b>Introduction:</b> 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. <b>Methods:</b> 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. <b>Results:</b> Findings from ANCOVA showed that the average knowledge after the internship in the group that used gamification with Kahoot! was significantly (<i>F</i> [1, 69] = 27.208, <i>p</i> ≤ 0.001) increased even after controlling for the effect of baseline knowledge. An independent <i>t</i>-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 (<i>t</i> (70) = 4.23, <i>p</i> ≤ 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. <b>Conclusions:</b> 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.</p>","PeriodicalId":46917,"journal":{"name":"Nursing Research and Practice","volume":"2025 ","pages":"3518943"},"PeriodicalIF":2.3000,"publicationDate":"2025-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12321409/pdf/","citationCount":"0","resultStr":"{\"title\":\"Nursing Students Learn Vaccination Using Kahoot! Gamification: An Intervention Study of Knowledge, Satisfaction, Interest, and Collaboration.\",\"authors\":\"Aeen Mohammadi, Sanaz Aazami, Akbar Azizifar\",\"doi\":\"10.1155/nrp/3518943\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p><b>Introduction:</b> 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. <b>Methods:</b> 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. <b>Results:</b> Findings from ANCOVA showed that the average knowledge after the internship in the group that used gamification with Kahoot! was significantly (<i>F</i> [1, 69] = 27.208, <i>p</i> ≤ 0.001) increased even after controlling for the effect of baseline knowledge. An independent <i>t</i>-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 (<i>t</i> (70) = 4.23, <i>p</i> ≤ 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. <b>Conclusions:</b> 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.</p>\",\"PeriodicalId\":46917,\"journal\":{\"name\":\"Nursing Research and Practice\",\"volume\":\"2025 \",\"pages\":\"3518943\"},\"PeriodicalIF\":2.3000,\"publicationDate\":\"2025-07-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12321409/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Nursing Research and Practice\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1155/nrp/3518943\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2025/1/1 0:00:00\",\"PubModel\":\"eCollection\",\"JCR\":\"Q1\",\"JCRName\":\"NURSING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Nursing Research and Practice","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1155/nrp/3518943","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/1/1 0:00:00","PubModel":"eCollection","JCR":"Q1","JCRName":"NURSING","Score":null,"Total":0}
Nursing Students Learn Vaccination Using Kahoot! Gamification: An Intervention Study of Knowledge, Satisfaction, Interest, and Collaboration.
Introduction: 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. Methods: 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. Results: Findings from ANCOVA showed that the average knowledge after the internship in the group that used gamification with Kahoot! was significantly (F [1, 69] = 27.208, p ≤ 0.001) increased even after controlling for the effect of baseline knowledge. An independent t-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 (t (70) = 4.23, p ≤ 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. Conclusions: 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.