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dc.contributor.authorGokalp, Mucahide Gokcen
dc.contributor.authorYucel, Sebnem Cinar
dc.contributor.authorYilmaz, Ozgun
dc.date.accessioned2025-03-28T07:23:12Z
dc.date.available2025-03-28T07:23:12Z
dc.date.issued2025
dc.identifier.issn1471-5953
dc.identifier.issn1873-5223
dc.identifier.urihttps://doi.org/10.1016/j.nepr.2024.104172
dc.identifier.urihttps://hdl.handle.net/20.500.12450/6043
dc.description.abstractAim: 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.en_US
dc.language.isoengen_US
dc.publisherElsevier Sci Ltden_US
dc.relation.ispartofNurse Education in Practiceen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectNursing Educationen_US
dc.subjectIntramuscular injectionen_US
dc.subjectGame-based learningen_US
dc.subjectSkills trainingen_US
dc.subjectSimulationen_US
dc.titleThe effect of game-based learning on the acquisition of intramuscular injection skillsen_US
dc.typearticleen_US
dc.departmentAmasya Üniversitesien_US
dc.identifier.volume82en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.identifier.scopus2-s2.0-85210282045en_US
dc.identifier.doi10.1016/j.nepr.2024.104172
dc.department-temp[Gokalp, Mucahide Gokcen] Amasya Univ, Fac Hlth Sci, Dept Nursing, TR-05100 Amasya, Turkiye; [Yucel, Sebnem Cinar] Ege Univ, Fac Nursing, Dept Fundamentals Nursing, TR-35100 Izmir, Turkiye; [Yilmaz, Ozgun] Ege Univ, Fac Engn, Dept Comp Engn, TR-35100 Izmir, Turkiyeen_US
dc.identifier.wosWOS:001415677300001en_US
dc.identifier.pmid39612768en_US
dc.snmzKA_WOS_20250328
dc.indekslendigikaynakWeb of Scienceen_US
dc.indekslendigikaynakScopusen_US
dc.indekslendigikaynakPubMeden_US


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