NCT05963269

Brief Summary

Today, error rates increase in intramuscular (IM) drug administrations, which are frequently applied in clinical settings, due to many factors such as the increase in the number of students in nursing education, the low number of educators, insufficient clinical space and insufficient laboratory environments. This situation makes it inevitable to use different teaching methods in nursing education, especially in the acquisition and development of psychomotor skills. Games, which are a type of virtual simulation methods; It is defined as a pedagogical tool that offers the student the widest possible learning opportunity, interesting, interactive media, and a teaching beyond entertainment. It is very important to acquire the necessary knowledge and skills in the management of intramuscular drug administration, which will constitute the majority of postgraduate applications of nursing students, by using today's technologies during their student life. Another factor that is effective in psychomotor skill learning is; students' anxiety level. Nursing students may experience anxiety while using the new technique, which negatively affects the learning process of the student. One of the reasons for the anxiety experienced by the students is that they have not reached enough professional knowledge and skills. It is observed that this level of anxiety increases especially in psychomotor skills. In the exams conducted for the evaluation of laboratory practices in nursing education, the student demonstrates the skills learned during the term. The level of anxiety he feels during this practice may also affect his performance. The general result of studies examining the relationship between test anxiety and academic performance is that there is a negative relationship between test anxiety and academic success. For this reason, it is very important to control students' anxiety. Although the level of state anxiety increases from time to time, especially in the trainings carried out with simulation, it is one of the training methods that increases the self-confidence of the students by reducing their anxiety in the future. Based on these reasons, this research; The aim of this study was to evaluate the effect of computer-assisted game on success and anxiety level in the development of intramuscular injection application skills in nursing education.

Trial Health

43
At Risk

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
60

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Sep 2022

Geographic Reach
1 country

1 active site

Status
unknown

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

September 27, 2022

Completed
10 months until next milestone

First Submitted

Initial submission to the registry

July 19, 2023

Completed
8 days until next milestone

First Posted

Study publicly available on registry

July 27, 2023

Completed
1 month until next milestone

Primary Completion

Last participant's last visit for primary outcome

August 28, 2023

Completed
1 month until next milestone

Study Completion

Last participant's last visit for all outcomes

September 29, 2023

Completed
Last Updated

July 28, 2023

Status Verified

July 1, 2023

Enrollment Period

11 months

First QC Date

July 19, 2023

Last Update Submit

July 26, 2023

Conditions

Outcome Measures

Primary Outcomes (1)

  • Computer-assisted games change students' knowledge about IM injection.

    1 week after playing the game, the level of knowledge will be evaluated by an independent observer with a practice exam.

    2 week

Study Arms (2)

Students receiving computer game support in intramuscular injection learning

ACTIVE COMPARATOR

After learning intramuscular injection with demonstration, a group of students reinforcing intramuscular injection training for 1 week with a computer-assisted game designed by the researcher.

Other: Computer assisted intramuscular learning game

Group of students learning intramuscular injection only by demonstration

NO INTERVENTION

Group of students learning intramuscular injection by demonstration method without computer-assisted games

Interventions

It is an educational game that can only be opened from the computer, with questions and answers and cases. The game is currently under development by the developers. The researcher will be able to see how many times the students entered the game and how many points they got.

Students receiving computer game support in intramuscular injection learning

Eligibility Criteria

Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64), Older Adult (65+)

You may qualify if:

  • Being a first year nursing student
  • To be taking the basics of nursing course for the first time
  • To have at least 50 points from the IM Injection Information Form

You may not qualify if:

  • Graduated from Health Vocational High School
  • Having a communication problem related to vision and hearing

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Maltepe University

Istanbul, Maltepe, 34857, Turkey (Türkiye)

Location

MeSH Terms

Conditions

Infections

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
PARTICIPANT, OUTCOMES ASSESSOR
Purpose
OTHER
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Lecturer

Study Record Dates

First Submitted

July 19, 2023

First Posted

July 27, 2023

Study Start

September 27, 2022

Primary Completion

August 28, 2023

Study Completion

September 29, 2023

Last Updated

July 28, 2023

Record last verified: 2023-07

Data Sharing

IPD Sharing
Will not share

The collected data will not be shared with any institution or legal person.

Locations