跳至主要内容
临床试验/NCT06037772
NCT06037772已完成不适用

The Effect of Using Digital Games on Learning Satisfaction and Self-confidence in Providing Nursing Students With Subcutaneous Injection Skills

Bezmialem Vakif University1 个研究点 分布在 1 个国家目标入组 68 人开始时间: 2023年4月27日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
68
试验地点
1
主要终点
Digital game method and subcutaneous injection knowledge level-pre-test

研究概览

简要总结

The goal of this to determine the effect of a digital game-based application on learning satisfaction and self-confidence in the acquisition of subcutaneous drug administration skills by nursing students.

The research hypotheses it aims to answer are:

  • Hypothesis 1: The subcutaneous injection knowledge level of the students who are educated with the digital game method is higher than the students who receive the traditional education.
  • Hypothesis 2: The subcutaneous injection skill test scores of the students who were educated with the digital game method were higher than the students who received the traditional education.
  • Hypothesis 3: The satisfaction and self-confidence level of the students who are educated with the digital game method towards subcutaneous injection is higher than the students who receive the traditional education.

详细描述

In studies on the use of digital games in nursing education; Students value instant feedback, visuals and experiential learning, the game developed to improve their decision-making and reasoning skills is extremely useful, useful and enjoyable, from nursing students to those with no previous operating room experience. It has been stated that when the application is made with a game-like simulation, the information is more permanent, they behave more collaboratively, and they experience less fear. The study was planned in a randomized controlled experimental design with pretest-posttest, experimental and control groups.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Health Services Research
盲法
Double (Participant, Investigator)

盲法说明

Informed consent form was obtained from the participants

入排标准

年龄范围
18 Years 至 24 Years(Adult)
性别
All
接受健康志愿者
是

入选标准

  • •Volunteering to participate in the research
  • •Being a 1st year nursing student

排除标准

  • •Previous training in subcutaneous application skills

研究组 & 干预措施

Subcutaneous injection practice game

Experimental

After the subcutaneous injection was explained to the experimental group, the digital game developed for subcutaneous injection was explained and they were allowed to play the game for a week. Afterwards, the experimental group was shown the subcutaneous injection application on a low-reality model of the abdomen, and the students were allowed to practice the skill.

干预措施: subcutaneous injection administration game (Other)

Subcutaneous injection practice game

Experimental

After the subcutaneous injection was explained to the experimental group, the digital game developed for subcutaneous injection was explained and they were allowed to play the game for a week. Afterwards, the experimental group was shown the subcutaneous injection application on a low-reality model of the abdomen, and the students were allowed to practice the skill.

干预措施: control group (Other)

Traditional education

Active Comparator

The students in the control group were given the traditional education method (subcutaneous injection application on a low-reality abdominal model after the completion of the theoretical course on the subject of subcutaneous injection).

干预措施: control group (Other)

结局指标

主要结局

Digital game method and subcutaneous injection knowledge level-pre-test

时间窗: "1 week"

The level of knowledge about subcutaneous injection was measured by the "Subcutaneous Injection Knowledge Test", which was prepared by the researchers in line with the literature and submitted to expert opinion and whose Content Validity was calculated. The subcutaneous injection knowledge test is a multiple choice test consisting of 25 questions. The scores obtained from the test will not be classified according to the level of achievement, the averages of the achievement scores of the groups were compared.

Level of satisfaction and self-confidence in digital gaming and learning

时间窗: "2 week"

Students' satisfaction and self-confidence levels were measured with the Turkish validity and reliability study "Learning Satisfaction and Confidence in Learning Scale". The scale consists of "13" items and the 13th item of the scale is reverse coded. Each item was scored on a five-point Likert scale between "strongly disagree-strongly agree". The lowest score that can be obtained from the scale is 13, and the highest score is 65.

Digital game and subcutaneous injection skill level

时间窗: "2 week"

Subcutaneous injection skill level was measured with the "Subcutaneous Heparin Injection Administration Skill Checklist", which was prepared by the researchers in line with the literature and submitted to expert opinion and whose Content Validity was calculated. There are 33 items in the Subcutaneous Heparin Injection Administration Skill Checklist. Each item consists of three points as "adequate", "developmental" and "inadequate", respectively. The scores of these degrees are "2", "1", "0", respectively. The highest score that can be obtained from the test is "66" and the lowest score is "0".

次要结局

  • Digital game method and subcutaneous injection knowledge level-post-test("4 week")

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Burcu Demircan

Lecturer

Bezmialem Vakif University

研究点 (1)

Loading locations...

相似试验