Trial reportPloS one2025
The effect of gamification on the medication knowledge, performance and satisfaction of nurses in continued medical education: A quasi-experimental study.
Trial report in PloS one, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
6 citing papers in PubMed.
- Effectiveness of a digital game based study guide on head trauma assessment on knowledge and practical skills of nursing students: a quasi-experimental study.BMC medical education · 2025Trial
- Effect of animation-based edutainment compared with pamphlet-based education on hand hygiene and HAI prevention among surgical patients: a quasi-experimental study.Infection prevention in practice · 2026Article
- Effectiveness of flipped classroom on learning and satisfaction of nursing students in physiology laboratory education: a quasi-experimental study.BMC nursing · 2026Article
- Integrating Artificial Intelligence with Gamification in Medical Education: A Pedagogically Grounded Framework and Critical Review.Advances in medical education and practice · 2026Review
- Comparative impact of edutainment education via web application and mobile application on anemia prevention.Scientific reports · 2025Article
- Outcomes of a Foundational Sciences Daily Engagement Game in Medical Education.Biochemistry and molecular biology education : a bimonthly publication of the International Union of Biochemistry and Molecular BiologyArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
BACKGROUND AND
objectiveOne of the primary challenges within the health system is improving nurses' motivation and attitude toward participation in the continuous education program. This study was conducted aim to investigate the effect of gamification on medication knowledge, performance and satisfaction of nurses in continued medical education (CME). METHODOLOGY: The study was conducted as a quasi-experimental design from November 1, 2022, to February 1, 2024. Participants were 128 nurses with a minimum of 6 months of work experience who were randomly assigned to two groups, intervention and control groups via a colored card. Baseline assessments of medication knowledge and drug administration practices were conducted one week prior to the intervention. Education in both groups consisted of five 2-hour sessions. In the control group, education was delivered using the lecture method, while in the intervention group, the competitive software (Kahoot!) was used. One week after the completion of the training sessions, participants' knowledge, drug administration skills, and satisfaction were evaluated.
resultsThe participants' average (standard deviation) age was 30.34 (5.34), with 49 male (38.35%) and 79 female (61.7%). Wilcoxon signed-rank test results demonstrated statistically significant difference in the knowledge and performance within both groups (p < 0.001). Mann-U-Whitney test findings revealed a significant difference between the two groups of participants in performance and satisfaction with the educational approach education (p < 0.001).
conclusionThe gamification method enhanced nurses' satisfaction and medication performance. Using Kahoot as a game-based competitive application has been shown to enhance nurses' knowledge of pharmacology as well as increase participants' satisfaction with educational programs. Therefore, it is recommended that nursing educators and administrators integrate gamified approaches and strategies-such as Kahoot!-to enrich learning experiences and motivate participation in ongoing professional development.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.