Purpose: Teachers often face the challenges in maintaining the student attention in class. This study aimed to evaluate the effectiveness of the Kahoot! game-based learning (KGBL) platform in enhancing attention span, theoretical knowledge acquisition, and satisfaction among newly graduated nurses in a hospital setting. Methods: This study employed a randomized controlled trial design. Newly graduated nurses from a tertiary hospital in China were recruited in September 2023. Participants were randomly assigned to either the experimental group (n=44) or the control group (n=43). The experimental group underwent a 5-day training program incorporating pre-class quizzes via the KGBL platform, while the control group received traditional classroom-based training without the gamified component. The training content followed the 2016 “Newly Employed Nurse Training Outline,” covering essential theoretical knowledge and practical guidelines. The concentration indicator was used to assess the nurses classroom attention; the acquisition of theoretical knowledge was measured using a closed-book exam. A 9-item questionnaire was used to survey the intervention group's satisfaction and attitude toward KGBL Results: The results showed that the KGBL group's concentration scores (eye contact, body language, classroom behaviour, and total score) were significantly higher than those of the control group at 5, 15, and 25 minutes (P < 0.001). At 35 minutes, the KGBLgroup continued to show significantly higher scores in eye contact, body language, and overall attention was a statistically significant difference (P < 0.001). Test of theoretical knowledge: the KGBL group had an average score of 91.1±4.1, while the control group had an average score of 77.3±5.5 was a statistically significant difference (P<0.001). The majority of nurses reported KGBL reinforced the content learning in class and they enjoyed the learning process (95.3%). Almost all participants (95.3%) expressed a desire that the KGBL could be integrated into their future learning or education. Conclusions: This pilot study demonstrated the feasibility of KGBL in the nursing training program in hospital situations and suggested its potential effectiveness in enhancing attention, test scores, and satisfaction. Despite limitations such as the short study duration and lack of long-term follow-up, these preliminary findings suggest that gamified learning tools like KGBL could play a valuable role in enhancing nurse training. Further research is needed to explore the long-term impact of KGBL on learning outcomes and its broader applicability in nursing education.
| Published in | American Journal of Nursing and Health Sciences (Volume 7, Issue 1) |
| DOI | 10.11648/j.ajnhs.20260701.12 |
| Page(s) | 12-21 |
| Creative Commons |
This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited. |
| Copyright |
Copyright © The Author(s), 2026. Published by Science Publishing Group |
Kahoot, Game-based Learning, Attention, Theoretical Knowledge Acquisition, Nurse Training
Evaluation Indicator | Scoring Points (1: poor, 5: good) | Scoring Description |
|---|---|---|
Eye Contact | 5 | Students consistently make eye contact with the teacher or gaze at classroom presentation content |
4 | Students occasionally make eye contact with the teacher or gaze at classroom content | |
3 | Student rarely makes eye contact with the teacher or looks at classroom content | |
2 | Student occasionally looks out the window or elsewhere not related to instruction, but only temporarily. | |
1 | Student looks out the window or other non-instructional areas most of the time. | |
Body Language | 5 | Students maintain an upright body posture and sit upright without frequent movement or twisting movements. |
4 | The student's body posture is more upright, and occasionally may lean forward slightly or make subtle movements or adjustments to the posture | |
3 | The student's body posture remains generally normal, and there may be some small movements while sitting, such as slight rocking or fine tuning of body position. | |
2 | The student's body posture shows signs of distraction, such as leaning back, slouching, or leaning in a chair, moving from position to position, or frequently adjusting the sitting position | |
1 | The student's body posture clearly shows a complete lack of concentration, such as extreme leaning back, slouching, or instability, and may sit in an unnatural position, or stand up and move around frequently | |
Classroom Behavior | 5 | The student actively engages in taking notes during the lecture. |
4 | The student demonstrates attentive listening without any disruptive behavior. | |
3 | The student is observed looking at their cell phone, indicating a potential distraction. | |
2 | The student's attention appears to be diverted as they look down or show signs of drowsiness. | |
1 | The student talks frequently with others in the classroom, potentially distracting or interrupting other students. |
Question | Response | n | % |
|---|---|---|---|
1. Have you used KGBL before? | No | 39 | 90.6 |
Yes | 4 | 0.94 | |
2. When I play Kahoot | I have fun and I learn | 41 | 95.3 |
I have fun but I don’t learn | 0 | 0.0 | |
I don’t have fun but I learn | 1 | 2.3 | |
I don’t have fun or learn | 1 | 2.3 | |
3. Making Kahoots helps me reinforce what I learned in class | It doesn’t help me at all | 0 | 0.0 |
It helps me a little | 3 | 7.0 | |
It helps me | 19 | 44.2 | |
It helps me a lot | 21 | 48.8 | |
4. Making Kahoots motivates me to learn the subject | Nothing | 1 | 2.3 |
Little | 15 | 34.9 | |
Quite a lot | 16 | 37.2 | |
A lot | 11 | 25.6 | |
5. I prefer to do the Kahoot | As soon as class starts | 10 | 23.3 |
In the middle of class | 4 | 9.3 | |
At the end of class | 9 | 20.9 | |
Before and after class | 20 | 46.5 | |
6. I would like the Kahoot’s length to be | Short (<5 min) | 9 | 20.9 |
Medium (between 5 to 10 min) | 31 | 72.1 | |
Long (>10 min) | 3 | 7.0 | |
7. I prefer the teacher to use to explain the theory | Exclusively his explanation | 2 | 4.7 |
His explanation combined with Kahoot | 17 | 39.5 | |
His explanation combined with practical exercises | 10 | 23.3 | |
His explanation combined with Kahoot and practical exercises | 14 | 32.6 | |
8. In general, I consider Kahoot to be | Unnecessary | 0 | 0.0 |
Unimportant | 4 | 9.3 | |
Necessary | 28 | 65.1 | |
Essential | 11 | 25.6 | |
9. I hope Kahoot! will be used in future classes | Yes | 41 | 95.3 |
Indifferent | 2 | 4.7 | |
No | 0 | 0.0% |
Characteristics | Control group n=43 | Kahoot group n=44 | significance value | |
|---|---|---|---|---|
Age (years), mean (SD) | 22.17±1.14 | 22.38±1.05 | 0.4134 | |
Gender, n (%) | Female | 34 (79.1) | 38 (86.4) | 0.569 |
Male | 9 (20.9) | 6 (13.6) | ||
educational status, n (%) | Associate Bachelor | 38 (88.4) | 40 (93.0) | 0.645 |
5 (11.6) | 4 (7.0) | |||
KGBL experience, n (%) | Yes | 5 (11.5) | 4 (7/0) | 0.511 |
No | 38 (88.4) | 40 (93.0) |
Time (Minute) | Group | Eye Contact | Body language | Behavior | Total score |
|---|---|---|---|---|---|
5 | control group | 4 (3-5) | 4 (3-5) | 4 (3-4) | 12 (10-13) |
KGBL group | 4 (4-5) | 4 (4-5) | 4 (4-5) | 12 (11-14) | |
Z | -3.115 | -3.595 | -4.071 | -5.272 | |
P | 0.002 | 0.000 | 0.000 | 0.000 | |
15 | control group | 4 (3-5) | 4 (3-4) | 4 (2-4) | 11 (9-13) |
KGBL group | 4 (4-5) | 4 (4-4) | 4 (4-4) | 12 (11-13) | |
Z | -3.463 | -5.093 | -5.691 | -6.443 | |
P | 0.001 | 0.000 | 0.000 | 0.000 | |
25 | control group | 4 (3-5) | 4 (3-4) | 3 (2-4) | 10 (9-12) |
KGBL group | 4 (4-5) | 4 (4-5) | 4 (3-4) | 12 (10-13) | |
Z | -5.404 | -6.963 | -2.869 | -6.724 | |
P | 0.000 | 0.000 | 0.004 | 0.000 | |
35 | control group | 4 (3-5) | 3 (2-4) | 3 (2-4) | 10 (8-12) |
KGBL group | 4 (4-5) | 4 (4-4) | 3 (2-4) | 11 (9-12) | |
Z | -4.795 | -5.792 | -0.332 | -4.523 | |
P | 0.000 | 0.000 | 0.740 | 0.000 | |
45 | control group | 4 (3-4) | 3 (2-4) | 3 (2-4) | 10 (8-11) |
KGBL group | 4 (2-4) | 3 (2-4) | 3 (2-4) | 9 (8-11) | |
Z | -0.269 | -0.139 | -0.179 | -1.251 | |
P | 0.788 | 0.890 | 0.858 | 0.211 |
Time (minute) | Control group (n=43) | KGBL group (n=44) | ||||||
|---|---|---|---|---|---|---|---|---|
Eye Contact | Body language | Behavior | Total score | Eye Contact | Body language | Behavior | Total score | |
5 | 4 (3-5) | 4 (3-5) | 4 (3-4) | 12 (10-13) | 4 (3-5) | 4 (3-5) | 4 (3-4) | 12 (10-13) |
15 | 4 (3-5) | 4 (3-4) | 4 (2-4) | 11 (9-13) | 4 (3-5) | 4 (3-4) | 4 (2-4) | 11 (9-13) |
25 | 4 (3-5) | 4 (3-4) | 3 (2-4) | 10 (9-12) | 4 (3-5) | 4 (3-4) | 3 (2-4) | 10 (9-12) |
35 | 4 (3-5) | 3 (2-4) | 3 (2-4) | 10 (8-12) | 4 (3-5) | 3 (2-4) | 3 (2-4) | 10 (8-12) |
45 | 4 (3-4) | 3 (2-4) | 3 (2-4) | 10 (8-11) | 4 (3-4) | 3 (2-4) | 3 (2-4) | 10 (8-11) |
H | 14.003 | 29.464 | 45.329 | 58.349 | 73.882 | 132.111 | 158.642 | 208.244 |
P | 0.007 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 | 0.000 |
Group | n | Mean | SD | t | P |
|---|---|---|---|---|---|
Control group | 44 | 77.3 | 5.5 | -13.26 | 0.000 |
KGBL group | 43 | 91.1 | 4.1 |
KGBL | Kahoot! Game-Based Learning |
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APA Style
Deng, M., Yan, J., Li, C., Liu, M., Li, Y. (2026). Effectiveness of Kahoot Game-based Learning and Satisfaction of Newly Graduated Nurses: A Pilot Randomized Controlled Trial. American Journal of Nursing and Health Sciences, 7(1), 12-21. https://doi.org/10.11648/j.ajnhs.20260701.12
ACS Style
Deng, M.; Yan, J.; Li, C.; Liu, M.; Li, Y. Effectiveness of Kahoot Game-based Learning and Satisfaction of Newly Graduated Nurses: A Pilot Randomized Controlled Trial. Am. J. Nurs. Health Sci. 2026, 7(1), 12-21. doi: 10.11648/j.ajnhs.20260701.12
@article{10.11648/j.ajnhs.20260701.12,
author = {Minping Deng and Jiasu Yan and Chan Li and Manli Liu and Yanfei Li},
title = {Effectiveness of Kahoot Game-based Learning and Satisfaction of Newly Graduated Nurses: A Pilot Randomized Controlled Trial},
journal = {American Journal of Nursing and Health Sciences},
volume = {7},
number = {1},
pages = {12-21},
doi = {10.11648/j.ajnhs.20260701.12},
url = {https://doi.org/10.11648/j.ajnhs.20260701.12},
eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ajnhs.20260701.12},
abstract = {Purpose: Teachers often face the challenges in maintaining the student attention in class. This study aimed to evaluate the effectiveness of the Kahoot! game-based learning (KGBL) platform in enhancing attention span, theoretical knowledge acquisition, and satisfaction among newly graduated nurses in a hospital setting. Methods: This study employed a randomized controlled trial design. Newly graduated nurses from a tertiary hospital in China were recruited in September 2023. Participants were randomly assigned to either the experimental group (n=44) or the control group (n=43). The experimental group underwent a 5-day training program incorporating pre-class quizzes via the KGBL platform, while the control group received traditional classroom-based training without the gamified component. The training content followed the 2016 “Newly Employed Nurse Training Outline,” covering essential theoretical knowledge and practical guidelines. The concentration indicator was used to assess the nurses classroom attention; the acquisition of theoretical knowledge was measured using a closed-book exam. A 9-item questionnaire was used to survey the intervention group's satisfaction and attitude toward KGBL Results: The results showed that the KGBL group's concentration scores (eye contact, body language, classroom behaviour, and total score) were significantly higher than those of the control group at 5, 15, and 25 minutes (P Conclusions: This pilot study demonstrated the feasibility of KGBL in the nursing training program in hospital situations and suggested its potential effectiveness in enhancing attention, test scores, and satisfaction. Despite limitations such as the short study duration and lack of long-term follow-up, these preliminary findings suggest that gamified learning tools like KGBL could play a valuable role in enhancing nurse training. Further research is needed to explore the long-term impact of KGBL on learning outcomes and its broader applicability in nursing education.},
year = {2026}
}
TY - JOUR T1 - Effectiveness of Kahoot Game-based Learning and Satisfaction of Newly Graduated Nurses: A Pilot Randomized Controlled Trial AU - Minping Deng AU - Jiasu Yan AU - Chan Li AU - Manli Liu AU - Yanfei Li Y1 - 2026/04/16 PY - 2026 N1 - https://doi.org/10.11648/j.ajnhs.20260701.12 DO - 10.11648/j.ajnhs.20260701.12 T2 - American Journal of Nursing and Health Sciences JF - American Journal of Nursing and Health Sciences JO - American Journal of Nursing and Health Sciences SP - 12 EP - 21 PB - Science Publishing Group SN - 2994-7227 UR - https://doi.org/10.11648/j.ajnhs.20260701.12 AB - Purpose: Teachers often face the challenges in maintaining the student attention in class. This study aimed to evaluate the effectiveness of the Kahoot! game-based learning (KGBL) platform in enhancing attention span, theoretical knowledge acquisition, and satisfaction among newly graduated nurses in a hospital setting. Methods: This study employed a randomized controlled trial design. Newly graduated nurses from a tertiary hospital in China were recruited in September 2023. Participants were randomly assigned to either the experimental group (n=44) or the control group (n=43). The experimental group underwent a 5-day training program incorporating pre-class quizzes via the KGBL platform, while the control group received traditional classroom-based training without the gamified component. The training content followed the 2016 “Newly Employed Nurse Training Outline,” covering essential theoretical knowledge and practical guidelines. The concentration indicator was used to assess the nurses classroom attention; the acquisition of theoretical knowledge was measured using a closed-book exam. A 9-item questionnaire was used to survey the intervention group's satisfaction and attitude toward KGBL Results: The results showed that the KGBL group's concentration scores (eye contact, body language, classroom behaviour, and total score) were significantly higher than those of the control group at 5, 15, and 25 minutes (P Conclusions: This pilot study demonstrated the feasibility of KGBL in the nursing training program in hospital situations and suggested its potential effectiveness in enhancing attention, test scores, and satisfaction. Despite limitations such as the short study duration and lack of long-term follow-up, these preliminary findings suggest that gamified learning tools like KGBL could play a valuable role in enhancing nurse training. Further research is needed to explore the long-term impact of KGBL on learning outcomes and its broader applicability in nursing education. VL - 7 IS - 1 ER -