The study aimed to determine the effects of game-based technology use in a first-aid lesson on knowledge and motivation. The study had a two-stage explanatory mixed-methods design. Quantitative data were collected as a randomized controlled trial. Qualitative data were collected through purposive sampling. A total of 202 nursing students were included and evaluated with a knowledge test and a teaching materials motivation questionnaire. A puzzle was applied to the intervention group before the first-aid lesson, and a Kahoot! was applied after the lesson. Four structured questions were asked to understand the students' thoughts about the game-based technology used. The students' pretest knowledge scores were similar. The mean posttest knowledge scores of the intervention group were significantly higher. However, the mean scores of the teaching materials motivation questionnaire were not high. The qualitative data analysis categorized students' opinions about the teaching materials as effective learning, enjoyable learning, and motivating learning. In conclusion, game-based technology methods in nursing practical lessons can enable students to apply the knowledge they learn in practice.