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The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students
Abstract
Objective: This study aimed to evaluate the effect of the Taboo® game and Kahoot game adapted to the course on students' critical thinking skills and achievement motivation levels in the Infectious Diseases Nursing course.
Methods: The study was conducted in a quasi-experimental, pre-test-post-test design.
Results: The study was conducted with 73 nursing students (n=36 Taboo® game groups, n=37 Kahoot game groups) studying in the nursing department of a university in Turkey and taking the Infectious Diseases Nursing course. There was a statistically significant difference in the pretest and posttest knowledge mean scores between the Kahoot game group and the Taboo® game group (p < 0.05). A statistically significant difference was also found in the total mean scores of the Marmara Critical Thinking Scale and Achievement Motivation Scale of the Kahoot game group (p < 0.05).
Conclusion: Taboo® and Kahoot educational games affected students' critical thinking skills and achievement motivation levels. In this direction, it can be recommended to use educational games as in-class teaching techniques to increase the adaptation of nursing students to changing scientific and technological advances.
Keywords
Supporting Institution
No
Project Number
No
Ethical Statement
To implement the study and collect the data, permission was obtained from XXX University XXX School of Health (E-86792508-900-429349), XXX University Faculty of Medicine Local Ethics Committee (Decision number: 2023/37), verbal and written consent from the students who would participate in the study, and permission to use the scale via e-mail from the relevant people. This study was conducted by the World Medical Association (WMA) Declaration of Helsinki (and/or World Psychiatric Association HAWAII Declaration) Good Clinical Practices.
Thanks
We would like to thank all the students who voluntarily participated in our study.
References
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- Aras NG, Çiftçi B. (2021). Comparison of the effect of reinforcement with question-answer and Kahoot method on the success and motivation levels of nursing students: A quasi-experimental review. Nurse Education Today, 102, 104930. https://doi.org/10.1016/j.nedt.2021.104930
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- Bilik Ö, Bilik EA, Kankaya Z, Deveci. (2020). Effects of web-based concept mapping education on students’ concept mapping and critical thinking skills: A double blind, randomized, controlled study. Nurse Education Today, 86, 104312. https://doi.org/10.1016/j.nedt.2019.104312
- Boctor L. (2013). Active-learning strategies: The use of a game to reinforce learning in nursing education: A case study. Nurse Education in Practice, 13(2), 96–100. https://doi.org/10.1016/j.nepr.2012.07.010
- Bouchrika I, Harrati N, Wanick V, Wills G. (2021). Exploring the impact of gamification on student engagement and involvement with e-learning systems. Interactive Learning Environments, 29, 1244–1257. https://doi.org/10.1080/10494820.2019.1623267
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Details
Primary Language
English
Subjects
Internal Diseases Nursing, Nurse Education
Journal Section
Research Article
Publication Date
August 21, 2026
Submission Date
October 20, 2025
Acceptance Date
February 9, 2026
Published in Issue
Year 2026 Volume: 9 Number: 2
APA
Yıldırım Keskin, A., & Molu, B. (2026). The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students. Hemşirelik Bilimi Dergisi, 9(2), 246-261. https://doi.org/10.54189/hbd.1805975
AMA
1.Yıldırım Keskin A, Molu B. The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students. Hemşirelik Bilimi Dergisi. 2026;9(2):246-261. doi:10.54189/hbd.1805975
Chicago
Yıldırım Keskin, Alev, and Birsel Molu. 2026. “The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students”. Hemşirelik Bilimi Dergisi 9 (2): 246-61. https://doi.org/10.54189/hbd.1805975.
EndNote
Yıldırım Keskin A, Molu B (August 1, 2026) The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students. Hemşirelik Bilimi Dergisi 9 2 246–261.
IEEE
[1]A. Yıldırım Keskin and B. Molu, “The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students”, Hemşirelik Bilimi Dergisi, vol. 9, no. 2, pp. 246–261, Aug. 2026, doi: 10.54189/hbd.1805975.
ISNAD
Yıldırım Keskin, Alev - Molu, Birsel. “The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students”. Hemşirelik Bilimi Dergisi 9/2 (August 1, 2026): 246-261. https://doi.org/10.54189/hbd.1805975.
JAMA
1.Yıldırım Keskin A, Molu B. The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students. Hemşirelik Bilimi Dergisi. 2026;9:246–261.
MLA
Yıldırım Keskin, Alev, and Birsel Molu. “The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students”. Hemşirelik Bilimi Dergisi, vol. 9, no. 2, Aug. 2026, pp. 246-61, doi:10.54189/hbd.1805975.
Vancouver
1.Alev Yıldırım Keskin, Birsel Molu. The Effect of Taboo® and Kahoot Educational Games on Critical Thinking and Achievement Motivation Levels of Nursing Students. Hemşirelik Bilimi Dergisi. 2026 Aug. 1;9(2):246-61. doi:10.54189/hbd.1805975