The Effect of Digital Game Use in Teaching Subcutaneous Injection Administration Skills to Nursing Students
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ClinicalTrials.gov Identifier: NCT06037772 |
Recruitment Status :
Completed
First Posted : September 14, 2023
Last Update Posted : September 14, 2023
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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.
Condition or disease | Intervention/treatment | Phase |
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Nursing Education | Other: subcutaneous injection administration game Other: control group | Not Applicable |
Study Type : | Interventional (Clinical Trial) |
Actual Enrollment : | 68 participants |
Allocation: | Randomized |
Intervention Model: | Parallel Assignment |
Intervention Model Description: | pretest-posttest, randomized controlled experimental design with experimental and control groups |
Masking: | Double (Participant, Investigator) |
Masking Description: | Informed consent form was obtained from the participants |
Primary Purpose: | Health Services Research |
Official Title: | The Effect of Using Digital Games on Learning Satisfaction and Self-confidence in Providing Nursing Students With Subcutaneous Injection Skills |
Actual Study Start Date : | April 27, 2023 |
Actual Primary Completion Date : | May 25, 2023 |
Actual Study Completion Date : | August 30, 2023 |
Arm | Intervention/treatment |
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Experimental: Subcutaneous injection practice game
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.
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Other: subcutaneous injection administration game
The subcutaneous injection practice game was developed to examine nursing students' injection practice skills and its effect on their satisfaction with learning. Other: control group only |
Active Comparator: Traditional education
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).
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Other: control group
only |
- Digital game method and subcutaneous injection knowledge level-pre-test [ Time Frame: "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.
- Digital game and subcutaneous injection skill level [ Time Frame: "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".
- Level of satisfaction and self-confidence in digital gaming and learning [ Time Frame: "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 method and subcutaneous injection knowledge level-post-test [ Time Frame: "4 week" ]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.
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Ages Eligible for Study: | 18 Years to 24 Years (Adult) |
Sexes Eligible for Study: | All |
Accepts Healthy Volunteers: | Yes |
Inclusion Criteria:
- Volunteering to participate in the research
- Being a 1st year nursing student
Exclusion Criteria:
- Previous training in subcutaneous application skills
To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.
Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT06037772
Turkey | |
Burcu Demircan | |
Istanbul, Turkey, 34093 |
Study Director: | Hatice Kaya, Professor | İstanbul University-Cerrahpasa |
Documents provided by Burcu Demircan, Bezmialem Vakif University:
Responsible Party: | Burcu Demircan, Lecturer, Bezmialem Vakif University |
ClinicalTrials.gov Identifier: | NCT06037772 |
Other Study ID Numbers: |
Bvu_Nursing-2 |
First Posted: | September 14, 2023 Key Record Dates |
Last Update Posted: | September 14, 2023 |
Last Verified: | September 2023 |
Individual Participant Data (IPD) Sharing Statement: | |
Plan to Share IPD: | No |
Plan Description: | Since the study phases have not yet been completed and the thesis process is ongoing, the data is not suitable for sharing. |
Studies a U.S. FDA-regulated Drug Product: | No |
Studies a U.S. FDA-regulated Device Product: | No |
learning satisfaction self-confidence digital game nursing students |