Video GamesNCT05963269
The Effect of the Game on Students' Intramuscular Injection Skills
A study testing Computer assisted intramuscular learning game in people with Video Games and Students, run by Maltepe University at 1 site in Turkey (Türkiye).
Trial summary
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. Read more about this study
- Who is it for?
- Any ageHealthy volunteers can take part
- Conditions the study is for
- Video Games, Students, Nursing
- What is being tested?
- Computer assisted intramuscular learning game
- Type of treatment
- Injection or infusion
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 60 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 27 Sep 2022to 29 Sep 2023
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages Any age
- All sexes
- Healthy volunteers accepted
- Child, Adult, Older adult
Who may be able to join
- Being a first year nursing student
- To be taking the basics of nursing course for the first time
- To have at least 50 points from the IM Injection Information Form
Who cannot join
- Graduated from Health Vocational High School
- Having a communication problem related to vision and hearing
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effect of Computer Aided Game on the Development of Intramuscular Injection Application Skills of Nursing Students
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.
- Conditions
- Video Games, Students, Nursing, Infections, Intramuscular
- Being tested
- Computer assisted intramuscular learning game
- Medical subject headings
- Infections
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Computer assisted intramuscular learning gameOther
It is an educational game that can only be opened from the computer, with questions and answers and cases. The game is currently under development by the developers. The researcher will be able to see how many times the students entered the game and how many points they got.
| Study group | Role | What they receive |
|---|---|---|
| Students receiving computer game support in intramuscular injection learning | Active comparator | After learning intramuscular injection with demonstration, a group of students reinforcing intramuscular injection training for 1 week with a computer-assisted game designed by the researcher. Receives: Other: Computer assisted intramuscular learning game |
| Group of students learning intramuscular injection only by demonstration | No intervention | Group of students learning intramuscular injection by demonstration method without computer-assisted games |
What is being measured
The primary outcome is the main question the study is designed to answer.
Computer-assisted games change students' knowledge about IM injection.
1 week after playing the game, the level of knowledge will be evaluated by an independent observer with a practice exam.
Measured: 2 week
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted27 Jul 2023
- Study start27 Sep 2022
- Primary completion28 Aug 2023 (estimated)
- Study completion29 Sep 2023 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Video GamesStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind
- Who is masked
- Participant, Outcomes assessor
- Enrolment
- 60 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Maltepe University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Nehir Demirel, Maltepe University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05963269
- Sponsor's protocol ID
- MaltepeU_DemirelN
- Status last verified
- Jul 2023
- First submitted
- 19 Jul 2023
- Last updated
- 28 Jul 2023
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: The collected data will not be shared with any institution or legal person.
Study at a glance
From the registry record, last updated by the sponsor on 28 Jul 2023. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Computer Aided Game on the Development of Intramuscular Injection Application Skills of Nursing Students
- ClinicalTrials.gov ID
- NCT05963269
- Acronym / sponsor ID
- MaltepeU_DemirelN
- Conditions
- Video Games, Students, Nursing, Infections, Intramuscular
- Study type
- Interventional
- Recruitment status
- Unknown status
- Enrolment
- 60 participants (estimated)
- Lead sponsor
- Maltepe UniversityUniversity, hospital or other
- Study start
- 27 Sep 2022 (actual)
- Primary completion
- 28 Aug 2023 (estimated)
- Study completion
- 29 Sep 2023 (estimated)
- First posted
- 27 Jul 2023 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind (participant, outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Students receiving computer game support in intramuscular injection learning | Active comparator | Other: Computer assisted intramuscular learning gameAfter learning intramuscular injection with demonstration, a group of students reinforcing intramuscular injection training for 1 week with a computer-assisted game designed by the researcher. |
| Group of students learning intramuscular injection only by demonstration | No intervention | –Group of students learning intramuscular injection by demonstration method without computer-assisted games |
Who may qualify
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult, Older adult
Key inclusion criteria (3 listed)
- Being a first year nursing student
- To be taking the basics of nursing course for the first time
- To have at least 50 points from the IM Injection Information Form
Key exclusion criteria (2 listed)
- Graduated from Health Vocational High School
- Having a communication problem related to vision and hearing
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Computer assisted intramuscular learning gameIt is an educational game that can only be opened from the computer, with questions and answers and cases. The game is currently under development by the developers. The researcher will be able to see how many times the students entered the game and how many points they got. | Other | Students receiving computer game support in intramuscular injection learning |
Primary outcome
Computer-assisted games change students' knowledge about IM injection.
Time frame: 2 week
1 week after playing the game, the level of knowledge will be evaluated by an independent observer with a practice exam.
Results and safety
Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 28 Jul 2023.
- Individual participant dataSharing planned: No. The collected data will not be shared with any institution or legal person.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Computer assisted intramuscular learning game in people with Video Games and Students, run by Maltepe University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: status not confirmed, as of the sponsor's last update on 28 Jul 2023. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
Results are not available in the source record.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Computer-assisted games change students' knowledge about IM injection. (time frame: 2 week). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 28 Jul 2023.