Gamified Learning and Medication Error Prevention
THE EFFECT OF GAMIFIED LEARNING ON KNOWLEDGE LEVELS REGARDING MEDICATION ERROR PREVENTION IN NURSING STUDENTS: AN EXPERIMENTAL STUDY
1 other identifier
interventional
100
1 country
1
Brief Summary
This study aims to evaluate the effectiveness of gamification (using interactive tools like Kahoot!) on nursing students' awareness and knowledge levels regarding medication safety. Medication errors are a significant concern in healthcare, and innovative educational methods are needed to improve patient safety. The research will compare the traditional teaching methods with a game-based learning approach to determine which is more effective in enhancing students' clinical skills and attention to safety protocols.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Nov 2025
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
November 15, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
January 15, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
January 15, 2026
CompletedFirst Submitted
Initial submission to the registry
May 1, 2026
CompletedFirst Posted
Study publicly available on registry
May 13, 2026
CompletedMay 13, 2026
May 1, 2026
2 months
May 1, 2026
May 6, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Medication Error Knowledge Score
Total score obtained from the "Medication Error Knowledge Assessment Form". The scale evaluates students' theoretical and practical knowledge levels regarding medication safety protocols
Immediately after the 4-week gamification intervention
Secondary Outcomes (1)
Knowledge Retention Level
Four weeks after the completion of the intervention (Post-test 2/Retention test).
Study Arms (2)
Experimental Intervention
EXPERIMENTALThe experimental intervention involves a game-based learning approach focused on medication safety. Participants in this group will receive nursing safety training integrated with gamification elements (Kahoot! ) to enhance their awareness of medication errors and safety protocols. This training is designed based on the World Health Organization's (WHO) 'Medication Without Harm' challenges and international safety guidelines. The intervention aims to increase clinical competency through competitive and engaging digital educational tools.
No Intervention
NO INTERVENTIONThe control group will receive traditional nursing education regarding medication safety and patient safety protocols. This instruction consists of standard classroom lectures and literature-based materials without the integration of any gamification elements or interactive digital tools like Kahoot!. The content provided is based on the same clinical guidelines (WHO and ISMP) as the experimental group to ensure educational consistency, but it follows a conventional pedagogical approach.
Interventions
This study aims to compare traditional education methods with a gamified learning approach (using Kahoot!) to enhance nursing students' knowledge and awareness of medication safety. Starting in the 8th week of the curriculum, the process ensures participant privacy through code names while collecting baseline data via personal information forms and pre-tests. Between weeks 9 and 12, both the experimental and control groups receive 12 hours of theoretical and 24 hours of laboratory instruction on medication errors. Following this core training, the experimental group participates in a 4-week gamification intervention featuring 20-question interactive sessions and class discussions in a separate environment to prevent contamination. The study concludes with a first post-test immediately after the intervention and a second post-test four weeks later to evaluate knowledge retention, finally providing the same gamified experience to the control group at the end of the semester to ensure edu
Eligibility Criteria
You may qualify if:
- Volunteering to participate in the study,
- Taking the Fundamentals of Nursing course for the first time
You may not qualify if:
- Not volunteering to participate in the study.
- Graduating from a health vocational high school or an associate's degree.
- Not continuing the study.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Ondokuz Mayis University
Samsun, Istanbul, Turkey (Türkiye)
Related Publications (1)
Aydınlı, A. (2025). Öğrenci hemşirelerin ilaç güvenliği yeterliliklerinin belirlenmesi. Uluborlu Mesleki Bilimler Dergisi, 8(2), 16-22. Berman, A., Snyder, S. J., & Frandsen, G. (2016). Kozier and Erb's fundamentals of nursing: Concepts, process and practice (10th ed., pp. 750-827). Pearson Education Inc. Buendgens, B., et al. (2023). Gamification in nursing safety training: Effects on medication safety awareness. BMC Nursing, 22(1), 145-152. https://doi.org/10.1186/s12912-023-01123-9 Chen, F., Lui, A. M., & Martinelli, S. M. (2021). A systematic review of game-based learning in nursing education. Nurse Education in Practice, 52, 103021. https://doi.org/10.1016/j.nepr.2021.103021
RESULT
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- PhD. Lecturer
Study Record Dates
First Submitted
May 1, 2026
First Posted
May 13, 2026
Study Start
November 15, 2025
Primary Completion
January 15, 2026
Study Completion
January 15, 2026
Last Updated
May 13, 2026
Record last verified: 2026-05
Data Sharing
- IPD Sharing
- Will not share
Other researchers may view the study once its is published.