Skip to content

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

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06037772
Enrollment
68
Registered
2023-09-14
Start date
2023-04-27
Completion date
2023-08-30
Last updated
2023-09-14

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Nursing Education

Keywords

learning satisfaction, self-confidence, digital game, nursing students

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.

Interventions

OTHERsubcutaneous 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.

OTHERcontrol group

only

Sponsors

Bezmialem Vakif University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
DOUBLE (Subject, Investigator)

Masking description

Informed consent form was obtained from the participants

Intervention model description

pretest-posttest, randomized controlled experimental design with experimental and control groups

Eligibility

Sex/Gender
ALL
Age
18 Years to 24 Years
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

Design outcomes

Primary

MeasureTime frameDescription
Digital game method and subcutaneous injection knowledge level-pre-test1 weekThe 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 level2 weekSubcutaneous 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 learning2 weekStudents' 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

MeasureTime frameDescription
Digital game method and subcutaneous injection knowledge level-post-test4 weekThe 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.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026