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使用数字游戏对护理专业学生皮下注射技能学习满意度和自信心的影响:一项随机对照试验。

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

作者信息

Demi Rcan Burcu, Kaya Hatice

机构信息

Bezmialem Vakif University, Faculty of Health Sciences, Department of Nursing, Istanbul 34065, Turkey.

Istanbul University-Cerrahpaşa, Florence Nightingale Faculty of Nursing/ Fundamentals of Nursing Department-Retired Faculty Member, Turkey.

出版信息

Nurse Educ Pract. 2025 May;85:104341. doi: 10.1016/j.nepr.2025.104341. Epub 2025 Mar 29.

DOI:10.1016/j.nepr.2025.104341
PMID:40179528
Abstract

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.

摘要

目的

本研究旨在探讨使用数字游戏对护理专业学生皮下注射技能教学中的知识、技能、满意度和自信心的影响。

背景

技术领域的快速变化也反映在护理教育中,数字教学技术在基础护理技能教学中开始变得重要。

设计

一项前后测随机对照试验。

方法

该研究于2023年2月至2023年7月对伊斯坦布尔一所大学护理基础课程的学生进行。总共72名护理专业学生被随机分配到数字游戏组(n = 36)和对照组(n = 36)。研究数据通过学生信息表、皮下注射知识测试、皮下肝素注射技能清单以及学生学习满意度和自信心量表收集。

结果

数字游戏组在技能、满意度和自信心方面水平更高(p < 0.05)。数字游戏组和对照组的知识得分没有显著差异(p > 0.05);然而,数字游戏组的后测知识得分有所提高(p < 0.001)。事后分析表明,知识的效应量为0.76,技能的效应量为0.99,满意度和自信心的效应量为0.82。

结论

观察到在皮下注射等关键技能教学中使用数字游戏可以提高传统教育的有效性。当资源有限时,数字游戏可以提供不受时间和空间限制的学习机会。

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