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.author | Demircan B. | |
dc.contributor.author | Kaya H. | |
dc.date.accessioned | 2025-04-19T21:50:25Z | |
dc.date.issued | 2025-05-01 | |
dc.description.abstract | Aim: 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.citation | Demircan 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.doi | 10.1016/j.nepr.2025.104341 | |
dc.identifier.issn | 1471-5953 | |
dc.identifier.uri | https://doi.org/10.1016/j.nepr.2025.104341 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12645/40537 | |
dc.identifier.volume | 85 | |
dc.rights | info:eu-repo/semantics/openAccess | |
dc.subject | Hemşirelik | |
dc.subject | Sağlık Bilimleri | |
dc.subject | Nursing | |
dc.subject | Health Sciences | |
dc.subject | Klinik Tıp (Med) | |
dc.subject | Klinik Tıp | |
dc.subject | Clinical Medicine (Med) | |
dc.subject | Clinical Medicine | |
dc.subject | Farmakoloji (hemşirelik) | |
dc.subject | Onkoloji (hemşirelik) | |
dc.subject | Asistan Hemşirelik | |
dc.subject | Tıbbi ve Cerrahi Hemşirelik | |
dc.subject | Annelik ve Ebelik | |
dc.subject | LPN ve LVN | |
dc.subject | Acil Tıp Hemşireliği | |
dc.subject | Yoğun Bakım Hemşireliği | |
dc.subject | İleri ve Uzman Hemşirelik | |
dc.subject | Hemşirelik (çeşitli) | |
dc.subject | Genel Hemşirelik | |
dc.subject | Pharmacology (nursing) | |
dc.subject | Oncology (nursing) | |
dc.subject | Nurse Assisting | |
dc.subject | Medical and Surgical Nursing | |
dc.subject | Maternity and Midwifery | |
dc.subject | LPN and LVN | |
dc.subject | Emergency Nursing | |
dc.subject | Critical Care Nursing | |
dc.subject | Advanced and Specialized Nursing | |
dc.subject | Nursing (miscellaneous) | |
dc.subject | General Nursing | |
dc.title | 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.type | article | |
dspace.entity.type | Publication | |
local.avesis.id | e509f9fe-aba8-4653-941d-906feb5689da |