University of Health Sciences
Istanbul, Uskudar, Turkey (Türkiye)
NCT Number: NCT05015738
COVID-19, a global epidemic that affects the world, has created significant changes in many areas, especially in the health system. One of the most affected areas is nursing education. The content of nursing education focuses on cognitive, psychomotor and affective areas. In order for nursing education to be successful, important initiatives should be provided in the education of these areas. However, difficulties were encountered in the distance education process.
This study was conducted to evaluate the delivery of diabetes education in nursing with animation and gamification.
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Notify Me18 year and older
All sexes
Interventional
Not applicable
Istanbul, Uskudar, Turkey (Türkiye)
This study was conducted with a randomized-controlled experimental design. This study was conducted between October and November 2020 in the Department of Nursing at the Faculty of Health Sciences in Turkey. The inclusion criteria were as follows: being 18 years old or over, studying in the second year, volunteering to take a diabetes course, not attending any course for diabetes before, have a remote access tool (internet connection, personel comuter eg.), not to be absent on the date when the data of the research will be collected. The second-year nursing students were selected for the study since participants have not taken diabetes nursing courses before.
In the randomization part of the study, the students were assigned to the experiment (n=35) and control (n=35) groups according to their number in the class list using the random numbers table.
Data were callacted with "Structured Student Identification Form", "Diabete Nursing Knowledge Test", "Instructional Materials Motivation Survey" and " Opinion Form on Diabetes Education Program supported by digital tools".
The Diabetes Nursing course is 2 hours per week fow 10 week. After students were assigned to groups with randomization, the application process of the research was explained to the students. The control group was taught with the traditional method and the experimental group was taught with learning activities based on animation and gamification.
Direct lecture, question-answer teaching methods were used through Microsoft Power Point presentation to the control group of Diabetes Nursing course. At the end of the lesson, "Diabete Nursing Knowledge Test" and "Instructional Materials Motivation Survey" were used in control group.
An animated video was watched at the beginning of each lesson in the experimental group. Later, lecture and question-answer teaching methods were used through Microsoft Power Point presentation. At the end of each lesson, Web 2.0 (Kahoot) application was used to reinforce students' knowledge.At the end of the lesson, "Diabete Nursing Knowledge Test", "Instructional Materials Motivation Survey" and " Opinion Form on Diabetes Education Program supported by digital tools"were used in intervention group.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Diabetes education will be given by the trainer for 10 weeks, 2 hours of presentation.
Diabetes education will be given for 10 weeks with 2-minute animations. At the end of the course, learners' knowledge was measured with a knowledge test using the Kahoot app.
Time frame: Through study completion, an average of 3 mounth
This knowledge test, which is prepared by submitting to expert opinion, consists of 40 multiple-choice questions. Each question is worth 2,5 points. The higher the test score, the higher the level of knowledge.
Time frame: Through study completion, an average of 3 mounth
The scale was prepared in a 5-point Likert type, 36 items. The highest score that can be obtained from the entire scale is 165, and the lowest score is 33. The increase in the score obtained from the scale is interpreted as an increase in the motivation towards the teaching material.
Time frame: Through study completion, an average of 3 mounth
The form was prepared for the students in the experimental group to determine their views on education supported by animation and gamification. IThe form consisted of 4 open-ended questions containing opinions and suggestions about teaching method and digital education materials.
Saglik Bilimleri Universitesi
Other
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View the official ClinicalTrials.gov record (opens in a new tab)This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.
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