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NCT ID: NCT06344754 Active, not recruiting - Reproductive Health Clinical Trials

Gamification in Family Planning Education: Impact on University Students

Start date: February 15, 2024
Phase: N/A
Study type: Interventional

More than 3 billion of the worlds population are young people under the age of 25. According to WHO data, one million girls under the age of 15 give birth each year, mostly in low- and middle-income countries, and 3 million adolescent girls between the ages of 15 and 19 are exposed to unsafe abortions. Failure to meet the family planning needs of young people in a timely, adequate and appropriate manner can have significant public health impacts. According to World Health Statistics, the global birth rate for girls between 15 and 19 years of age is 49 out of 1000, and early pregnancy and childbirth can lead to serious health and social problems. In addition, this age group does not have sufficient information about pregnancy and its complications, and their access to and utilization of health services is low. Inadequacies in the education of adolescents on sexual issues and sociocultural differences further increase the sexual and reproductive health risks of young people in the university period. Information and services that will enable individuals to understand their sexuality and help them protect themselves from sexual risks should be provided specifically for that age. Therefore, it is important for young people to know family planning methods. In this study, it was aimed to examine the effect of family planning education to be given with gamification method, which is different from the classical method in the literature, on the knowledge and attitudes of university students.

NCT ID: NCT05963269 Active, not recruiting - Infections Clinical Trials

The Effect of the Game on Students' Intramuscular Injection Skills

Start date: September 27, 2022
Phase: N/A
Study type: Interventional

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.