Cited by 8Educational Games and GamificationSimulation-Based Education in HealthcareInnovations in Medical Education

The effect of game-based learning on the acquisition of intramuscular injection skills

Gokalp, Mucahide Gokcen, Yucel, Sebnem Cinar, Yilmaz, Ozgun·2025·Nurse Education in Practice

Abstract

AIM: 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.

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Crossref · 10.1016/j.nepr.2024.104172

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Authors
Gokalp, M. G., Yucel, S. C., & Yilmaz, O.
Venue
Nurse Education in Practice
Publisher
Elsevier BV
Published
2025-01
Volume
82
Pages
104172
ISSN
1471-5953 (ISSN-L)
OpenAlex
W4404367333
Cited by
8
References
27
Citations by year
2026: 6 · 2025: 2
FWCI
6.23
Type
journal article
Language
en
Open access
closed
Locations
  • Nurse Education in Practice (publishedVersion)
  • PubMed (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Health Sciences › Medicine › Physiology › Simulation-Based Education in Healthcare
  • Health Sciences › Medicine › Public Health, Environmental and Occupational Health › Innovations in Medical Education
Keywords
game-based learning, intramuscular injection, psychomotor skills training, nursing students, nursing education, skill acquisition, student self-confidence, student satisfaction
MeSH terms
Adult, Clinical Competence, Education, Nursing, Baccalaureate, Educational Measurement, Female, Humans, Injections, Intramuscular, Male, Surveys and Questionnaires, Students, Nursing, Turkey, Problem-Based Learning

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