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

The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details.
 
ClinicalTrials.gov Identifier: NCT06037772
Recruitment Status : Completed
First Posted : September 14, 2023
Last Update Posted : September 14, 2023
Sponsor:
Information provided by (Responsible Party):
Burcu Demircan, Bezmialem Vakif University

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.

Condition or disease Intervention/treatment Phase
Nursing Education Other: subcutaneous injection administration game Other: control group Not Applicable

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.

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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
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.
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).
Other: control group
only




Primary Outcome Measures :
  1. 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.

  2. 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".

  3. 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.


Secondary Outcome Measures :
  1. 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
Criteria

Inclusion Criteria:

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

Exclusion Criteria:

  • Previous training in subcutaneous application skills

Information from the National Library of Medicine

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


Locations
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Turkey
Burcu Demircan
Istanbul, Turkey, 34093
Sponsors and Collaborators
Bezmialem Vakif University
Investigators
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Study Director: Hatice Kaya, Professor İstanbul University-Cerrahpasa
  Study Documents (Full-Text)

Documents provided by Burcu Demircan, Bezmialem Vakif University:
Informed Consent Form  [PDF] June 1, 2022

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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.

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Studies a U.S. FDA-regulated Drug Product: No
Studies a U.S. FDA-regulated Device Product: No
Keywords provided by Burcu Demircan, Bezmialem Vakif University:
learning satisfaction
self-confidence
digital game
nursing students