The effect of game-based learning on the acquisition of intramuscular injection skills

IF 3.3 3区 医学 Q1 NURSING Nurse Education in Practice Pub Date : 2024-11-15 DOI:10.1016/j.nepr.2024.104172
Mucahide Gokcen Gokalp , Sebnem Cinar Yucel , Ozgun Yilmaz
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Abstract

Aim

This study aims to determine the efficiency of game-based learning in nursing students' IMI skills training.

Background

Today, with the unstoppable development of digital technologies, the skills required by modern health services and the needs of nursing students have changed. For this reason, new teaching methods have been researched instead of traditional methods. Game-based learning will choose a dynamic learning environment for the use of game design elements in the acquisition of knowledge and the teaching of psychomotor skills, based on the theory of experimental learning while improving learning experiences with active student participation. However, its use in nursing education is limited.

Design

A pretest-posttest randomized controlled experimental study design was used.

Methods

The study was conducted at Ege University Faculty of Nursing in western Turkey. The sample size was determined through stratified randomization method and 135 nursing students participated in the study. Data were gathered by questionnaire method with the Student Descriptive Characteristics Form (SDCF), Intramuscular Injection Knowledge Form (IMIKF), Intramuscular Injection Implementation Checklist (IMIIC), Student Satisfaction and Confidence in Learning Scale (SSCLS) and Visual Comparison (Comfort) Scale (VCS). The chi-square test, the Mann-Whitney U test and the Brunner Langer method were performed in the SPSS 25.0 program.

Results

After the Intramuscular Injection Game-Based Learning Practice (IMIGBLP), the mean score of IMIICL (61±4.4) of the intervention group was significantly higher than the mean score of the control group (38±2.1) (p<0.05). The mean score of the students in the intervention group was determined to be significantly higher than the mean score of the control group (p<0.05). A significant difference was detected between the intervention and control group students in terms of their VCS scores after IMIGBLP (p<0.05).

Conclusion

Considering the results of the study, it is recommended to use the game-based learning method in psychomotor skill training in nursing.
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游戏式学习对掌握肌肉注射技能的影响
背景如今,数字技术的发展势不可挡,现代医疗服务所需的技能和护理专业学生的需求也发生了变化。因此,人们开始研究新的教学方法,以取代传统的教学方法。基于游戏的学习将选择一个动态的学习环境,在获取知识和传授心理运动技能时使用游戏设计元素,以实验学习理论为基础,同时在学生的积极参与下改善学习体验。方法该研究在土耳其西部的埃格大学护理学院进行。样本量通过分层随机法确定,135 名护理专业学生参与了研究。数据收集采用问卷调查法,包括学生描述性特征表(SDCF)、肌肉注射知识表(IMIKF)、肌肉注射实施检查表(IMIIC)、学生学习满意度和信心量表(SSCLS)以及视觉比较(舒适度)量表(VCS)。结果肌肉注射游戏式学习实践(IMIGBLP)后,干预组的IMIICL平均分(61±4.4)分显著高于对照组的平均分(38±2.1)分(P<0.05)。干预组学生的平均得分明显高于对照组(p<0.05)。干预组与对照组学生在 IMIGBLP 后的 VCS 得分存在明显差异(p<0.05)。
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来源期刊
CiteScore
5.40
自引率
9.40%
发文量
180
审稿时长
51 days
期刊介绍: Nurse Education in Practice enables lecturers and practitioners to both share and disseminate evidence that demonstrates the actual practice of education as it is experienced in the realities of their respective work environments. It is supportive of new authors and will be at the forefront in publishing individual and collaborative papers that demonstrate the link between education and practice.
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