Education, Surgical Site Infections
Conditions
Brief summary
The aim of this randomized controlled trial was to evaluate the effect of a digital game-based learning activity on students' learning of interventions to prevent surgical site infections.This study will seek answers to the following questions: Is digital game-based learning activity effective in students' learning process? Is the traditional method of theoretical lecturing effective in the learning process? What is the effect of students' learning methods on their motivation? The researchers will compare the group with the theoretical lecture to see the effectiveness of the digital game-based learning activity. Participants will be divided into 3 groups. In the first group, the level of learning interventions to prevent surgical site infections with digital game-based learning activity will be evaluated with pre-test and post-test In the second group, the level of learning the theoretical course and interventions to prevent surgical site infections will be evaluated with pre-test and post-test. The control group will be evaluated only with the pre-test post-test without any intervention.
Interventions
learning interventions to prevent surgical site infections with a digital game-based learning activity
Evaluation of the effectiveness of students' learning of interventions to prevent surgical site infections in the theoretical course taught by traditional method
Sponsors
Study design
Eligibility
Inclusion criteria
* Having a cell phone, computer or tablet device. * To have internet access on one of the cell phone, computer or tablet devices. * To have taken the Surgical Diseases Nursing course. * To be a 4th year student of Van Yüzüncü Yıl University Faculty of Health Sciences, Department of Nursing * Volunteering to participate in the research
Exclusion criteria
* \- Graduating from a health vocational high school or coming from a health-related department with vertical transfer * Limited ability to read and write in Turkish. * Not having a software infrastructure suitable for opening digital game activities on mobile phones, computers or tablet devices
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| pre-test post-test question form | after the pre-test is applied, the digital game-based learning activity will be used for 5 days. the post-test will be applied 3 weeks after the pre-test | the effectiveness of the digital game-based learning activity will be measured by pre-test post-test (Measurement will be made with a pre-test post-test prepared by the researcher.) |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| pre-test post-test question form | After the pre-test is applied, a 45-minute theoretical lesson will be held with the students. Post-test will be applied 3 weeks after the pre-test | pre-test post-test will be applied to evaluate the effectiveness of theoretical explanation with traditional method (Measurement will be made with a pre-test post-test prepared by the researcher.) |
Other
| Measure | Time frame | Description |
|---|---|---|
| the effect of teaching methods on student motivation | measurement will be made with 3 weeks between pre-test and post-test | 'Teaching material motivation scale' will be applied at the end of the study to determine the effect of teaching methods on student motivation This scale is used to determine the motivation towards a material based on a single application where the user is only dependent on the material. A high score on the total or average score of the scale indicates that the individual's motivation towards the material being evaluated is positively high. |
Countries
Turkey (Türkiye)