The aim of this study is to compare the effects of puzzle-solving and Kahoot-based learning methods on learning motivation and gaming experience among second-year midwifery students, and to evaluate students' satisfaction levels regarding these methods. The study is designed as a randomized controlled experimental research. It will be conducted between November and December 2025 with second-year students studying in the Department of Midwifery, Faculty of Health Sciences, Ağrı İbrahim Çeçen University. The entire class will be randomly divided into two groups: Experiment 1 (Puzzle) and Experiment 2 (Kahoot). Data collection tools include the Learning Motivation Scale in Higher Education, the Gaming Experience Scale, a Satisfaction Questionnaire, Game (Kahoot-Puzzle) Achievement Test, and a Personal Information Form. For data analysis, paired-samples t-test, ANOVA, and independent-samples t-test will be used as appropriate.
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Personal Information Form
Timeframe: The form will be administered at the pre-test during students' first participation in the study.
Learning Motivation Scale in Higher Education (YÖMÖ-Ü)
Timeframe: Pre-test: Administered immediately before the first game session (on the same day). Post-test: Administered immediately after the final game session (on the same day).
Gaming Experience (GAMEX) Scale
Timeframe: Pre-test: Administered immediately after the completion of the first game session (on the same day). Post-test: Administered immediately after the completion of the final game session (on the same day)
Satisfaction Questionnaire
Timeframe: It will be completed immediately after the final game session (on the same day)
Game (Kahoot-Puzzle) Achievement Test
Timeframe: Administered immediately after each game session (three time points: pre-test, mid-test, post-test) on the same day.