Clinical trial NCT06037772: The Effect of Digital Game Use in Teaching Subcutaneous Injection Administration Skills to Nursing Students
Official title: The Effect of Using Digital Games on Learning Satisfaction and Self-confidence in Providing Nursing Students With Subcutaneous Injection Skills
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Nursing Education
Keywords: learning satisfaction
self-confidence
digital game
nursing students
Lead sponsor: Bezmialem Vakif University
Sponsor class: OTHER
First posted: 2023-09-14
Enrollment: 68
Sex: ALL
Minimum age (years): 18
Maximum age (years): 24
Standard ages: ADULT
Accepts healthy volunteers: yes
Allocation: RANDOMIZED
Intervention model: PARALLEL
Intervention model description: pretest-posttest, randomized controlled experimental design with experimental and control groups
Primary purpose: HEALTH_SERVICES_RESEARCH

Brief summary: 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: 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.

Eligibility criteria: Inclusion Criteria:

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

Exclusion Criteria:

* Previous training in subcutaneous application skills

Primary outcomes:
measure: Digital game method and subcutaneous injection knowledge level-pre-test
timeFrame: "1 week"
measure: Digital game and subcutaneous injection skill level
timeFrame: "2 week"
measure: Level of satisfaction and self-confidence in digital gaming and learning
timeFrame: "2 week"
Secondary outcomes:
measure: Digital game method and subcutaneous injection knowledge level-post-test
timeFrame: "4 week"
Other outcomes:
Locations:
city: Istanbul
country: Turkey
facility: Burcu Demircan
Study officials:
affiliation: İstanbul University-Cerrahpasa
name: Hatice Kaya, Professor
role: STUDY_DIRECTOR
References: