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NCT05963269

The Effect of the Game on Students' Intramuscular Injection Skills

Status unknown NA Last updated 28 July 2023
What this trial tests

NA trial testing Computer assisted intramuscular learning game in Video Games in 60 participants. Status unknown.

Timeline
27 September 2022
Primary endpoint
28 August 2023
29 September 2023

Quick facts

Lead sponsorMaltepe University
PhaseNA
StatusStatus unknown
Study typeINTERVENTIONAL
Allocationrandomized
Designparallel
Maskingdouble
Primary purposeother
Enrollment60
Start date27 September 2022
Primary completion28 August 2023
Estimated completion29 September 2023
Sites1 location across Turkey (Türkiye)

Drugs / interventions tested

Conditions studied

Sponsor

Maltepe University

Who can join

Eligibility, any sex, with Video Games or Students. Patients with the condition only — healthy volunteers not accepted.

Sponsor's own description

Today, error rates increase in intramuscular (IM) drug administrations, which are frequently applied in clinical settings, due to many factors such as the increase in the number of students in nursing education, the low number of educators, insufficient clinical space and insufficient laboratory environments. This situation makes it inevitable to use different teaching methods in nursing education, especially in the acquisition and development of psychomotor skills. Games, which are a type of virtual simulation methods; It is defined as a pedagogical tool that offers the student the widest possible learning opportunity, interesting, interactive media, and a teaching beyond entertainment. It is very important to acquire the necessary knowledge and skills in the management of intramuscular drug administration, which will constitute the majority of postgraduate applications of nursing students, by using today's technologies during their student life. Another factor that is effective in psychomotor skill learning is; students' anxiety level. Nursing students may experience anxiety while using the new technique, which negatively affects the learning process of the student. One of the reasons for the anxiety experienced by the students is that they have not reached enough professional knowledge and skills. It is observed that this level of anxiety increases especially in psychomotor skills. In the exams conducted for the evaluation of laboratory practices in nursing education, the student demonstrates the skills learned during the term. The level of anxiety he feels during this practice may also affect his performance. The general result of studies examining the relationship between test anxiety and academic performance is that there is a negative relationship between test anxiety and academic success. For this reason, it is very important to control students' anxiety. Although the level of state anxiety increases from time to time, especially in the trainings carried out with simulation, it is one of the training methods that increases the self-confidence of the students by reducing their anxiety in the future. Based on these reasons, this research; The aim of this study was to evaluate the effect of computer-assisted game on success and anxiety level in the development of intramuscular injection application skills in nursing education.

Publications & conference data

No peer-reviewed publications indexed yet for this trial.

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Other recruiting trials for Video Games

Currently open trials in the same condition.

Other Maltepe University trials

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Data sources for this page

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