the Impact of a Digital Game-based Learning Activity on Nursing Students' Learning and Motivation Levels Regarding Surgical Site Infection Prevention Initiatives
Overview
- Phase
- Not Applicable
- Intervention
- Not specified
- Conditions
- Surgical Site Infections
- Sponsor
- Yuzuncu Yıl University
- Enrollment
- 75
- Locations
- 1
- Primary Endpoint
- pre-test post-test question form
- Status
- Completed
- Last Updated
- 12 months ago
Overview
Brief Summary
The aim of this randomized controlled trial was to evaluate the effect of a digital game-based learning activity on students' learning of interventions to prevent surgical site infections.This study will seek answers to the following questions:
Is digital game-based learning activity effective in students' learning process? Is the traditional method of theoretical lecturing effective in the learning process? What is the effect of students' learning methods on their motivation? The researchers will compare the group with the theoretical lecture to see the effectiveness of the digital game-based learning activity.
Participants will be divided into 3 groups. In the first group, the level of learning interventions to prevent surgical site infections with digital game-based learning activity will be evaluated with pre-test and post-test In the second group, the level of learning the theoretical course and interventions to prevent surgical site infections will be evaluated with pre-test and post-test.
The control group will be evaluated only with the pre-test post-test without any intervention.
Investigators
hatice akaltun
Lecturer
Yuzuncu Yıl University
Eligibility Criteria
Inclusion Criteria
- •Having a cell phone, computer or tablet device.
- •To have internet access on one of the cell phone, computer or tablet devices.
- •To have taken the Surgical Diseases Nursing course.
- •To be a 4th year student of Van Yüzüncü Yıl University Faculty of Health Sciences, Department of Nursing
- •Volunteering to participate in the research
Exclusion Criteria
- •- Graduating from a health vocational high school or coming from a health-related department with vertical transfer
- •Limited ability to read and write in Turkish.
- •Not having a software infrastructure suitable for opening digital game activities on mobile phones, computers or tablet devices
Outcomes
Primary Outcomes
pre-test post-test question form
Time Frame: after the pre-test is applied, the digital game-based learning activity will be used for 5 days. the post-test will be applied 3 weeks after the pre-test
the effectiveness of the digital game-based learning activity will be measured by pre-test post-test (Measurement will be made with a pre-test post-test prepared by the researcher.)
Secondary Outcomes
- pre-test post-test question form(After the pre-test is applied, a 45-minute theoretical lesson will be held with the students. Post-test will be applied 3 weeks after the pre-test)