The Effect of Digital Game Use in Teaching Subcutaneous Injection Administration Skills to Nursing Students
The Effect of Using Digital Games on Learning Satisfaction and Self-confidence in Providing Nursing Students With Subcutaneous Injection Skills
1 other identifier
interventional
68
1 country
1
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Apr 2023
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
April 27, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
May 25, 2023
CompletedFirst Submitted
Initial submission to the registry
August 28, 2023
CompletedStudy Completion
Last participant's last visit for all outcomes
August 30, 2023
CompletedFirst Posted
Study publicly available on registry
September 14, 2023
CompletedSeptember 14, 2023
September 1, 2023
28 days
August 28, 2023
September 7, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
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 Outcomes (1)
Digital game method and subcutaneous injection knowledge level-post-test
"4 week"
Study Arms (2)
Subcutaneous injection practice game
EXPERIMENTALAfter 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.
Traditional education
ACTIVE COMPARATORThe 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).
Interventions
The subcutaneous injection practice game was developed to examine nursing students' injection practice skills and its effect on their satisfaction with learning.
Eligibility Criteria
You may qualify if:
- Volunteering to participate in the research
- Being a 1st year nursing student
You may not qualify if:
- Previous training in subcutaneous application skills
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Burcu Demircan
Istanbul, 34093, Turkey (Türkiye)
MeSH Terms
Interventions
Intervention Hierarchy (Ancestors)
Study Officials
- STUDY DIRECTOR
Hatice Kaya, Professor
İstanbul University-Cerrahpasa
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, INVESTIGATOR
- Masking Details
- Informed consent form was obtained from the participants
- Purpose
- HEALTH SERVICES RESEARCH
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Lecturer
Study Record Dates
First Submitted
August 28, 2023
First Posted
September 14, 2023
Study Start
April 27, 2023
Primary Completion
May 25, 2023
Study Completion
August 30, 2023
Last Updated
September 14, 2023
Record last verified: 2023-09
Data Sharing
- IPD Sharing
- Will not share
Since the study phases have not yet been completed and the thesis process is ongoing, the data is not suitable for sharing.