The Effect of Digital Game Use in Teaching Subcutaneous Injection Administration Skills to Nursing Students

Study Overview
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Brief Summary
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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.

Detailed Description
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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.

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

Conditions
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Nursing Education

Intervention / Treatment
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* Other: subcutaneous injection administration game
* Other: control group


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Volunteering to participate in the research Being a 1st year nursing student Exclusion Criteria: Previous training in subcutaneous application skills

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 24 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Health Services Research
Allocation: Randomized
Intervention Model: Parallel Assignment
Interventional Model Description: pretest-posttest, randomized controlled experimental design with experimental and control groups
Masking: Double


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Subcutaneous injection practice game<br>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. | Other: subcutaneous injection administration game<br>* The subcutaneous injection practice game was developed to examine nursing students' injection practice skills and its effect on their satisfaction with learning.<br>Other: control group<br>* only<br>|
| Active Comparator: Traditional education<br>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). | Other: control group<br>* only<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Digital game method and subcutaneous injection knowledge level-pre-test | 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. | 1 week | 
| Digital game and subcutaneous injection skill level | 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. | 2 week | 
| Level of satisfaction and self-confidence in digital gaming and learning | 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. | 2 week | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Digital game method and subcutaneous injection knowledge level-post-test | The level of knowledge about subcutaneous injection was measured by the Subcutaneous Injection Knowledge Test, which was prepared by the researchers in accordance with the literature and presented to the expert opinion and whose Content Validity was calculated. The subcutaneous injection knowledge test is a multiple choice test consisting of 25 questions. The post-test was administered to both groups 2 weeks after all the interventions. The scores obtained from the test will not be classified according to the level of success, the averages of the groups' achievement scores will be compared. | 4 week | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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learning satisfaction, self-confidence, digital game, nursing students