Evidence map›Paper›PMID 40906731›Full record

Trial reportPloS one2025

The effect of gamification on the medication knowledge, performance and satisfaction of nurses in continued medical education: A quasi-experimental study.

Raziyeh Ghafouri, Shiva Ghasemniaye Namaghi, Banafshe Khoshgoui

Abstract readRandomized Controlled Trial
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed.

  1. Trial
  2. Article
  3. Article
  4. Review
  5. Article
  6. 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 Biology
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Raziyeh GhafouriDepartment of Medical Surgical Nursing, School of Nursing & Midwifery, Taleghani Hospital Research Development Committee, Shahid Beheshti University of Medical Sciences, Tehran, Iran.ORCID https://orcid.org/0000-0002-2781-6654
Shiva Ghasemniaye NamaghiAyatollah Taleghani Hospital, Shahid Beheshti University of Medical Sciences, Tehran, Iran.
Banafshe KhoshgouiTaleghani Hospital Research Development Committee, Shahid Beheshti University of Medical Sciences, Tehran, Iran.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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

Education, Nursing, ContinuingHealth Knowledge, Attitudes, PracticeNursesAdultFemaleHumansMalePersonal Satisfaction

Identifiers

PMID40906731
PMCPMC12410705

What OpenQuestion holds

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Registered trials

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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.