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


Demircan B., Kaya H.

NURSE EDUCATION IN PRACTICE, cilt.85, 2025 (SCI-Expanded, SSCI, Scopus) identifier identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 85
  • Basım Tarihi: 2025
  • Doi Numarası: 10.1016/j.nepr.2025.104341
  • Dergi Adı: NURSE EDUCATION IN PRACTICE
  • Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Social Sciences Citation Index (SSCI), Scopus, ASSIA, CINAHL, EBSCO Education Source, Education Abstracts, Educational research abstracts (ERA), MEDLINE
  • Bezmiâlem Vakıf Üniversitesi Adresli: Evet

Özet

Aim: This study was conducted to examine the effect of using digital games on knowledge, skills, satisfaction and self-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 digital teaching 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 Fundamentals of Nursing course at a university in Istanbul. A total of 72 nursing students were randomly assigned to the digital game group (n = 36) and the control group (n = 36). The research data were collected using the Student Information Form, Subcutaneous Injection Knowledge Test, Subcutaneous Heparin Injection Skill Checklist 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 was no 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 analysis showed that knowledge had a power of 0.76, skills had a power of 0.99 and satisfaction and self-confidence had a power of 0.82. Conclusions: It was observed that the use of digital games in teaching a critical skill such as subcutaneous injection can improve the effectiveness of traditional education. Digital games can offer time and space independent learning opportunities when resources are limited.