Publication:
The effect of using digital games on learning satisfaction and self-confidence in providing nursing students with subcutaneous injection skills: A randomized controlled trial

dc.contributor.authorDemircan B.
dc.contributor.authorKaya H.
dc.date.accessioned2025-04-19T21:50:25Z
dc.date.issued2025-05-01
dc.description.abstractAim: This study was conducted to examine the effect of using digital games on knowledge, skills, satisfaction andself-confidence in teaching nursing students the skill of subcutaneous injection.Background: Rapid changes in the technological field have also been reflected in nursing education and digitalteaching technologies have begun to gain importance in the teaching of fundamental nursing skills.Design: A pre-test post-test randomized controlled trial.Method: The study was conducted between February 2023 and July 2023 with students enrolled in the Fundamentalsof Nursing course at a university in Istanbul. A total of 72 nursing students were randomly assigned tothe digital game group (n =36) and the control group (n =36). The research data were collected using theStudent Information Form, Subcutaneous Injection Knowledge Test, Subcutaneous Heparin Injection SkillChecklist and The Student Satisfaction and Self-Confidence in Learning Scale.Results: The digital game group had higher levels of skills, satisfaction and self-confidence (p <0.05). There wasno significant difference in knowledge scores between the digital game group and the control group (p >0.05);however, the posttest knowledge scores of the digital game group increased (p < 0.001). Post-hoc analysisshowed that knowledge had a power of 0.76, skills had a power of 0.99 and satisfaction and self-confidence had apower of 0.82.Conclusions: It was observed that the use of digital games in teaching a critical skill such as subcutaneous injectioncan improve the effectiveness of traditional education. Digital games can offer time and space independentlearning opportunities when resources are limited.
dc.identifier.citationDemircan B., Kaya H., "The effect of using digital games on learning satisfaction and self-confidence in providing nursing students with subcutaneous injection skills: A randomized controlled trial", NURSE EDUCATION IN PRACTICE, cilt.85, 2025
dc.identifier.doi10.1016/j.nepr.2025.104341
dc.identifier.issn1471-5953
dc.identifier.urihttps://doi.org/10.1016/j.nepr.2025.104341
dc.identifier.urihttps://hdl.handle.net/20.500.12645/40537
dc.identifier.volume85
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectHemşirelik
dc.subjectSağlık Bilimleri
dc.subjectNursing
dc.subjectHealth Sciences
dc.subjectKlinik Tıp (Med)
dc.subjectKlinik Tıp
dc.subjectClinical Medicine (Med)
dc.subjectClinical Medicine
dc.subjectFarmakoloji (hemşirelik)
dc.subjectOnkoloji (hemşirelik)
dc.subjectAsistan Hemşirelik
dc.subjectTıbbi ve Cerrahi Hemşirelik
dc.subjectAnnelik ve Ebelik
dc.subjectLPN ve LVN
dc.subjectAcil Tıp Hemşireliği
dc.subjectYoğun Bakım Hemşireliği
dc.subjectİleri ve Uzman Hemşirelik
dc.subjectHemşirelik (çeşitli)
dc.subjectGenel Hemşirelik
dc.subjectPharmacology (nursing)
dc.subjectOncology (nursing)
dc.subjectNurse Assisting
dc.subjectMedical and Surgical Nursing
dc.subjectMaternity and Midwifery
dc.subjectLPN and LVN
dc.subjectEmergency Nursing
dc.subjectCritical Care Nursing
dc.subjectAdvanced and Specialized Nursing
dc.subjectNursing (miscellaneous)
dc.subjectGeneral Nursing
dc.titleThe effect of using digital games on learning satisfaction and self-confidence in providing nursing students with subcutaneous injection skills: A randomized controlled trial
dc.typearticle
dspace.entity.typePublication
local.avesis.ide509f9fe-aba8-4653-941d-906feb5689da

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