Skip to main page content
U.S. flag

An official website of the United States government

Dot gov

The .gov means it’s official.
Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

Https

The site is secure.
The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

Access keys NCBI Homepage MyNCBI Homepage Main Content Main Navigation
. 2025 Jul 28:2025:3518943.
doi: 10.1155/nrp/3518943. eCollection 2025.

Nursing Students Learn Vaccination Using Kahoot! Gamification: An Intervention Study of Knowledge, Satisfaction, Interest, and Collaboration

Affiliations

Nursing Students Learn Vaccination Using Kahoot! Gamification: An Intervention Study of Knowledge, Satisfaction, Interest, and Collaboration

Aeen Mohammadi et al. Nurs Res Pract. .

Abstract

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.

Keywords: collaborative learning; formative feedback; gamification; nursing students; vaccination.

PubMed Disclaimer

Conflict of interest statement

The authors declare no conflicts of interest.

Figures

Figure 1
Figure 1
Screenshot of a Kahoot! game interface used during the intervention sessions.

References

    1. Boztepe H., Terzioğlu F. Skill Assessment in Nursing Education. Journal of Anatolia Nursing and Health Sciences . 2013;16(1):57–63.
    1. Kapucu S., Bulut H. Turkish Nursing Students’ Views of Their Clinical Learning Environment: A Focus Group Study . 2011.
    1. Edeer A. D., Sarikaya A. The Use of Simulation in Nursing Education and Simulation Types/hemsirelik Egitiminde Simulasyon Kullanimi Ve Simulasyon Tipleri. Journal of Education and Research in Nursing . 2015;12(2):121–126.
    1. El Tantawi M., Sadaf S., AlHumaid J. Using Gamification to Develop Academic Writing Skills in Dental Undergraduate Students. European Journal of Dental Education . 2018;22(1):15–22. doi: 10.1111/eje.12238. - DOI - PubMed
    1. Cook D. A., Hatala R., Brydges R., et al. Technology-Enhanced Simulation for Health Professions Education: A Systematic Review and meta-analysis. JAMA . 2011;306(9):978–988. doi: 10.1001/jama.2011.1234. - DOI - PubMed

LinkOut - more resources