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Nursing EducationNCT06037772

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

A study testing subcutaneous injection administration game in people with Nursing Education, run by Bezmialem Vakif University at 1 site in Turkey (Türkiye).

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 18 to 24 yearsHealthy volunteers can take part
Conditions the study is for
Nursing Education
What is being tested?
subcutaneous injection administration game
Type of treatment
Injection or infusion
Could I receive a placebo?
No, everyone receives an active treatment
How many people
68 participants
Where
1 siteTurkey (Türkiye)
Study dates
27 Apr 2023to 30 Aug 2023
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 24 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

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

Who cannot join

  • Previous training in subcutaneous application skills

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Burcu Demircan

    Istanbul, 34093

Other trials in Turkey (Türkiye)

About this study

Official title: The Effect of Using Digital Games on Learning Satisfaction and Self-confidence in Providing Nursing Students With Subcutaneous Injection Skills

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.
Read the 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.

Being tested
subcutaneous injection administration game, control group
Keywords
learning satisfaction, self-confidence, digital game, nursing students

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • subcutaneous injection administration gameOther

    The subcutaneous injection practice game was developed to examine nursing students' injection practice skills and its effect on their satisfaction with learning.

  • control groupOther

    only

Study groups in NCT06037772
Study groupRoleWhat they receive
Subcutaneous injection practice gameExperimentalAfter 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.
Receives: Other: subcutaneous injection administration game; Other: control group
Traditional educationActive 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).
Receives: Other: control group

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. 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.

    Measured: "1 week"

  2. 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".

    Measured: "2 week"

  3. 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.

    Measured: "2 week"

Secondary outcomes (1)
  1. Digital game method and subcutaneous injection knowledge level-post-test

    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.

    Measured: "4 week"

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted14 Sep 2023
  2. Study start27 Apr 2023
  3. Primary completion25 May 2023
  4. Study completion30 Aug 2023

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Health services research
Allocation
Randomised
Intervention model
Parallel groups
Model description
pretest-posttest, randomized controlled experimental design with experimental and control groups
Masking
Double blind
Who is masked
Participant, Investigator
Enrolment
68 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06037772
Sponsor's protocol ID
Bvu_Nursing-2
Status last verified
Sep 2023
First submitted
28 Aug 2023
Last updated
14 Sep 2023
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No: Since the study phases have not yet been completed and the thesis process is ongoing, the data is not suitable for sharing.

Questions about this trial

What is this clinical trial studying?

A study testing subcutaneous injection administration game in people with Nursing Education, run by Bezmialem Vakif University at 1 site in Turkey (Türkiye).

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 14 Sep 2023. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Digital game method and subcutaneous injection knowledge level-pre-test (time frame: "1 week"). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 14 Sep 2023.

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