NursingNCT06585098
The Effect of Game-Based Virtual Reality Application on the Development of Postoperative Care Skills of Nursing Students for Hysterectomy
A study testing game based learning in people with Nursing and Hysterectomy, run by Ege University at 1 site in Turkey (Türkiye).
Trial summary
This study aimed to determine the effect of game-based virtual reality application on nursing students' self-confidence in postoperative care knowledge, skills, satisfaction and learning following hysterectomy surgery. Read more about this study
- Who is it for?
- Any ageHealthy volunteers can take part
- Conditions the study is for
- Nursing, Hysterectomy, Game-Based Learning
- What is being tested?
- game based learning
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 84 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 15 Mar 2023to 17 Jul 2024
- 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 Any age
- All sexes
- Healthy volunteers accepted
- Child, Adult, Older adult
Who may be able to join
- Being in the 3rd year internship of Women's Health and Diseases Nursing Course,
- Having internet access,
- Being able to use a computer,
- Volunteering to participate in the research.
Who cannot join
- Being a graduate of Health Vocational High School,
- Working as a nurse,
- Taking the Women's Health and Diseases Nursing Course 3rd year internship for the second time
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Ege Üniversitesi Kadın Sağlığı Ve Hemşireliği
Izmir, Eyalet/Yerleşke, 1
About this study
This study aimed to determine the effect of game-based virtual reality application on nursing students' self-confidence in postoperative care knowledge, skills, satisfaction and learning following hysterectomy surgery.
Read the detailed description
Method: A total of 179 third-year students studying in the third year of Ege University Faculty of Nursing in the fall semester of 2023-2024 were included in this study, who had the theoretical knowledge about Gynecology and Obstetrics Nursing within the scope of the Diseases and Nursing Care II course, were in the practice of Gynecology and Obstetrics Nursing, and voluntarily agreed to participate in the study. The students were divided into two groups, 42 control and 42 intervention groups, using simple random sampling method. Prior written consent was obtained from both the ethics committee and the institution for conducting the study. Data collection instruments included a Demographic Data Collection Form, a Form for Determining Student Opinions Regarding Game-Based Virtual Reality Application, a Postoperative Care Knowledge Test for Hysterectomy Surgery, a Satisfaction with Education Methods Questionnaire, and the Student Satisfaction and Confidence in Learning Scale.
- Conditions
- Nursing, Hysterectomy, Game-Based Learning
- Being tested
- game based learning
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
game based learningOther
The students in the intervention group were informed by the researcher, and the students who met the research participation criteria and volunteered to participate in the research filled out the "Informed Consent Form (Annex 1)" and downloaded the prepared game-based virtual reality application by entering the prepared website and using their username and password for a period of 1 week. They were asked to play with. After one week, students in the intervention group were invited to a simulation-based training application in groups of seven. In addition, the game was played at least once by the students in the intervention group under the supervision of the researcher.
| Study group | Role | What they receive |
|---|---|---|
| intervention group | Experimental | The intervention group experienced game-based virtual reality application in addition to standard training and hybrid simulation. Receives: Other: game based learning |
| control group | No intervention | The control group experienced standard training and hybrid simulation |
What is being measured
The primary outcome is the main question the study is designed to answer.
Satisfaction with Educational Methods Survey
This is a survey developed by Gürpınar and also used in his research. This survey consists of 16 statements. One of these statements is the statement that asks whether or not the student is satisfied with the education by saying "I am generally satisfied with this educational method". The other statements are generally composed of statements that can determine the opinions about the effect of the educational method on learning and future working life. It is prepared in a 5-Likert type and is scored from 1- strongly disagree to 5- strongly agree, as the score increases, the satisfaction with the educational method is measured and as the score decreases, the dissatisfaction with the method is measured. A minimum of 16 and a maximum of 80 points can be obtained in the evaluation.
Measured: immediately after game-based virtual reality application and simulation method
Student Satisfaction and Self-Confidence in Learning Scale
The scale has two sub-dimensions and 13 statements presented as "satisfaction with learning" and "self-confidence". The expressions of satisfaction with learning; "comfort with the learning system", "variety of learning rates", "facilitation", "motivation" and five statements evaluating the suitability of the simulation, the expressions of self-confidence; "adequacy in scope", "necessity of content", "skill improvement", "available resources" and information on how to get help to solve clinical problems in the simulation. It was coded as the 13th item in the scale. A 5-point Likert type was prepared and 1-definitely disagree and 5-definitely complete until the score is given. The minimum score that can be obtained is 13, the maximum score is 65. It is understood that happiness and self-confidence increase as the score increases. The internal discounts of the scale change as 0.94.
Measured: immediately after simulation method
Postoperative Care Knowledge Test After Hysterectomy Surgery
This test was created by the researcher in accordance with the relevant literature in order to determine the knowledge levels of students regarding postoperative care after total abdominal hysterectomy surgery.The test consists of 11 questions, 1 point is calculated for each question answered correctly, and the highest score is prepared according to the number of questions. The prepared knowledge test was evaluated by five experts specialized in Women's Health and Diseases Nursing and their suggestions were received. The necessary changes were made to the knowledge test with the suggestions received and its final form was given.
Measured: immediately before and after simulation application
Management of Postoperative Care After Hysterectomy Surgery Clinical Skills Guide
This is a clinical skill guide created by the researcher in accordance with the relevant literature. "Management of Postoperative Care After Hysterectomy Surgery Clinical Skills Guide" was created to measure the procedures that students will perform in the hybrid simulation application and to benefit from the meeting to be held with educators and students after the application. The statements were scored from 1 to 3 and prepared in the form of a 3-point Likert scale.Maximum 45, minimum 15 points can be obtained and the high score obtained shows the competence of the students. Opinions were received from 8 experts regarding the ''Clinical Skills Guide for Management of Postoperative Care After Hysterectomy Surgery''. Expert opinion analysis was performed and the Content Validity Index (CVI) was found to be 0.944.
Measured: during simulation application
Form for Determining Students' Opinions on Game-Based Virtual Reality Application
This form was developed by the researcher by reading the relevant literature to determine whether students were satisfied or not based on their evaluations regarding the teaching of postoperative care after hysterectomy using a game-based virtual reality application. The form consists of 16 propositions. Students chose one of the three-point Likert-type statements (agree, partially agree, disagree).
Measured: immediately after the game-based virtual reality application
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted5 Sep 2024
- Study start15 Mar 2023
- Primary completion15 Mar 2024
- Study completion17 Jul 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for NursingStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- The intervention is a study with an experimental model with a control group.
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 84 participants (actual)
Sponsor and investigators
- Lead sponsor
- Ege University
- Sponsor type
- University, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Responsible party
- Principal investigator, ELMAS DÖNMEZ, Ege University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06585098
- Sponsor's protocol ID
- EGE-SBE-KSHA-EMD-01
- Status last verified
- Sep 2024
- First submitted
- 18 Jul 2024
- Last updated
- 19 Sep 2024
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 19 Sep 2024. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Game-Based Virtual Reality Application on the Development of Postoperative Care Skills of Nursing Students for Hysterectomy
- ClinicalTrials.gov ID
- NCT06585098
- Acronym / sponsor ID
- EGE-SBE-KSHA-EMD-01
- Conditions
- Nursing, Hysterectomy, Game-Based Learning
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 84 participants (actual)
- Lead sponsor
- Ege UniversityUniversity, hospital or other
- Collaborators
- The Scientific and Technological Research Council of Turkey
- Study start
- 15 Mar 2023 (actual)
- Primary completion
- 15 Mar 2024 (actual)
- Study completion
- 17 Jul 2024 (actual)
- First posted
- 5 Sep 2024 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This study aimed to determine the effect of game-based virtual reality application on nursing students' self-confidence in postoperative care knowledge, skills, satisfaction and learning following hysterectomy surgery.
Detailed description
Method: A total of 179 third-year students studying in the third year of Ege University Faculty of Nursing in the fall semester of 2023-2024 were included in this study, who had the theoretical knowledge about Gynecology and Obstetrics Nursing within the scope of the Diseases and Nursing Care II course, were in the practice of Gynecology and Obstetrics Nursing, and voluntarily agreed to participate in the study. The students were divided into two groups, 42 control and 42 intervention groups, using simple random sampling method. Prior written consent was obtained from both the ethics committee and the institution for conducting the study. Data collection instruments included a Demographic Data Collection Form, a Form for Determining Student Opinions Regarding Game-Based Virtual Reality Application, a Postoperative Care Knowledge Test for Hysterectomy Surgery, a Satisfaction with Education Methods Questionnaire, and the Student Satisfaction and Confidence in Learning Scale.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 2
- Model description
- The intervention is a study with an experimental model with a control group.
| Arm | Type | Receives |
|---|---|---|
| intervention group | Experimental | Other: game based learningThe intervention group experienced game-based virtual reality application in addition to standard training and hybrid simulation. |
| control group | No intervention | –The control group experienced standard training and hybrid simulation |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (4 listed)
- Being in the 3rd year internship of Women's Health and Diseases Nursing Course,
- Having internet access,
- Being able to use a computer,
- Volunteering to participate in the research.
Key exclusion criteria (3 listed)
- Being a graduate of Health Vocational High School,
- Working as a nurse,
- Taking the Women's Health and Diseases Nursing Course 3rd year internship for the second time
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| game based learningThe students in the intervention group were informed by the researcher, and the students who met the research participation criteria and volunteered to participate in the research filled out the "Informed Consent Form (Annex 1)" and downloaded the prepared game-based virtual reality application by entering the prepared website and using their username and password for a period of 1 week. They were asked to play with. After one week, students in the intervention group were invited to a simulation-based training application in groups of seven. In addition, the game was played at least once by the students in the intervention group under the supervision of the researcher. | Other | intervention group |
Primary outcome
Satisfaction with Educational Methods Survey
Time frame: immediately after game-based virtual reality application and simulation method
This is a survey developed by Gürpınar and also used in his research. This survey consists of 16 statements. One of these statements is the statement that asks whether or not the student is satisfied with the education by saying "I am generally satisfied with this educational method". The other statements are generally composed of statements that can determine the opinions about the effect of the educational method on learning and future working life. It is prepared in a 5-Likert type and is scored from 1- strongly disagree to 5- strongly agree, as the score increases, the satisfaction with the educational method is measured and as the score decreases, the dissatisfaction with the method is measured. A minimum of 16 and a maximum of 80 points can be obtained in the evaluation.
Student Satisfaction and Self-Confidence in Learning Scale
Time frame: immediately after simulation method
The scale has two sub-dimensions and 13 statements presented as "satisfaction with learning" and "self-confidence". The expressions of satisfaction with learning; "comfort with the learning system", "variety of learning rates", "facilitation", "motivation" and five statements evaluating the suitability of the simulation, the expressions of self-confidence; "adequacy in scope", "necessity of content", "skill improvement", "available resources" and information on how to get help to solve clinical problems in the simulation. It was coded as the 13th item in the scale. A 5-point Likert type was prepared and 1-definitely disagree and 5-definitely complete until the score is given. The minimum score that can be obtained is 13, the maximum score is 65. It is understood that happiness and self-confidence increase as the score increases. The internal discounts of the scale change as 0.94.
Postoperative Care Knowledge Test After Hysterectomy Surgery
Time frame: immediately before and after simulation application
This test was created by the researcher in accordance with the relevant literature in order to determine the knowledge levels of students regarding postoperative care after total abdominal hysterectomy surgery.The test consists of 11 questions, 1 point is calculated for each question answered correctly, and the highest score is prepared according to the number of questions. The prepared knowledge test was evaluated by five experts specialized in Women's Health and Diseases Nursing and their suggestions were received. The necessary changes were made to the knowledge test with the suggestions received and its final form was given.
Management of Postoperative Care After Hysterectomy Surgery Clinical Skills Guide
Time frame: during simulation application
This is a clinical skill guide created by the researcher in accordance with the relevant literature. "Management of Postoperative Care After Hysterectomy Surgery Clinical Skills Guide" was created to measure the procedures that students will perform in the hybrid simulation application and to benefit from the meeting to be held with educators and students after the application. The statements were scored from 1 to 3 and prepared in the form of a 3-point Likert scale.Maximum 45, minimum 15 points can be obtained and the high score obtained shows the competence of the students. Opinions were received from 8 experts regarding the ''Clinical Skills Guide for Management of Postoperative Care After Hysterectomy Surgery''. Expert opinion analysis was performed and the Content Validity Index (CVI) was found to be 0.944.
Form for Determining Students' Opinions on Game-Based Virtual Reality Application
Time frame: immediately after the game-based virtual reality application
This form was developed by the researcher by reading the relevant literature to determine whether students were satisfied or not based on their evaluations regarding the teaching of postoperative care after hysterectomy using a game-based virtual reality application. The form consists of 16 propositions. Students chose one of the three-point Likert-type statements (agree, partially agree, disagree).
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 19 Sep 2024.
Related trials for Nursing
Not yet recruiting
Integrated Core Stability Exercises and Yoga Program on Premenstrual Syndrome
Premenstrual Syndrome
Not yet recruiting
Interpersonal Relational Role Analysis Group Therapy for Nursing Students at Risk of Internet Addiction
Internet Addiction
Not yet recruiting
Cycling During Dialysis: A Feasibility and Safety Study
Hemodialysis, Kidney Disease, End-Stage
Recruiting
Environmental Sustainability-Focused Service-Learning for Nursing Students
Sustainable Consumption Behavior, Sustainability Attitudes
Not yet recruitingObservational study
Results of Medical and Nursing Record,Physical Examination, Blood Test and Radiological Examination of Multiple Trauma to Find the Correlation With Patient's Morality and Mobility
Trauma Centers/Statistics & Numerical Data, Trauma Blunt
Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing game based learning in people with Nursing and Hysterectomy, run by Ege 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 4 inclusion and 3 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 19 Sep 2024. 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?
Satisfaction with Educational Methods Survey (time frame: immediately after game-based virtual reality application and simulation method). The study lists 5 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 19 Sep 2024.