The Effect of Digital Game on Assessing Nursing Students' Blood Pressure Measurement Skills

NCT06714968 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 96

Last updated 2024-12-04

No results posted yet for this study

Summary

In recent years, in order for students to develop their skills related to the nursing profession, to cope with new and unpredictable clinical situations and to increase efficiency in nursing education, application contents such as simulation, video and mobile applications, in which students are active one-to-one and should take responsibility, rather than laboratory applications in which instructors are active, are developed to provide students with the opportunity to perform clinical nursing practices. Mobile applications, which are becoming increasingly popular in health education programmes and are also called e-health applications, are widely used and it is stated that they positively affect students' motivation and increase academic success. Although the use of games in nursing education dates back to the 1980s, the use of digital games in education is not very old, but it is an increasingly used teaching method in nursing practices that continue to develop. In addition, it is very important to use innovative learning strategies for new nurse candidates who are called Generation Z and who will soon become nursing professionals. Because, Generation Z is a generation born into the technology environment and actively uses this technology.

For this reason, in order to train nurses who are suitable and predisposed to the advancing technology, the nursing curriculum will ensure the support of the classroom and clinical environment, which will positively affect the quality and safety of patient care, and the organisation of a forward-looking, innovative and technology-oriented teaching curriculum will ensure the development of an easy and useful teaching method in teaching nursing practices.

Method: This study will be conducted in the form of an experimental design for first year nursing students in the period of February-March 2023.

Conditions

  • Nursing Students

Interventions

OTHER

Digital

After the pre-test application is completed, the students in the experimental group will be allowed to install the designed game application on their phones. After the installation process, students will be allowed to play the game for 2 weeks. After 2 weeks from the date of downloading the game, access to the game will be automatically blocked. After completing the application steps, when the student thinks that he/she is ready to apply the post-test, he/she will be able to perform the post-test application. In the post-test application, there will be no repeated return of the student to the questions or multiple answer submission. Two weeks after the application is completed, the knowledge test will be applied to the students again in order to objectively evaluate the learning. In this process, students will be prevented from accessing the application.

Sponsors & Collaborators

  • Hanife DURGUN

    lead OTHER

Principal Investigators

  • Hanife Durgun · T.C. ORDU ÜNİVERSİTESİ

Study Design

Allocation
RANDOMIZED
Purpose
SUPPORTIVE_CARE
Masking
SINGLE
Model
PARALLEL

Eligibility

Min Age
18 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2024-02-15
Primary Completion
2024-03-03
Completion
2024-03-20

Countries

  • Turkey (Türkiye)

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT06714968 on ClinicalTrials.gov