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  • MakaleYalnız künye2024
    The Impact of Video-Based Simulation Training on Perioperative Process in Nursing Students: A Randomized Controlled Study

    Kulakaç, Nurşen; Koçan, Sema; Aktuğ, Cemile

    This study was conducted to explore the effect of video-based simulation training on postoperative patient care, clinical decision-making, and the competency levels of nursing students. The study was conducted as a randomized controlled trial. The sample of the study consisted of students (n=87) attending the nursing department of the health sciences faculty of a state university located in the Eastern Black Sea Region of Turkey. The data were collected with the “Student Information Form”, the “Postoperative Patient Care Knowledge Test”, the “Clinical Decision-Making in Nursing Scale (CDMNS)”, and the “Competency Inventory of Nursing Students (CINS)”. The postoperative patient care knowledge test scores of the experimental group students were statistically significantly higher than those of the control group (p<0.001). The CDMNS scores of the experimental group students were statistically significantly higher than those of the control group (p=0.024). There was no statistically significant difference between the CINS scores of the experimental and control groups. The results showed that the use of video simulation contributed positively to students' postoperative patient care and clinical decision-making.

    • SDG 3 · Sağlık ve Kaliteli Yaşam
    • SDG 4 · Nitelikli Eğitim
  • MakaleYalnız künye2024
    The effect of a serious game-based web application on stoma care education for nursing students: A randomized controlled trial

    Kulakaç, Nurşen; Çilingir, Dilek

    Aim: This study was carried out in a randomized controlled manner to determine the effect of a serious game based web application on stoma care education for nursing students. Method: The learning styles and digital game motivation levels of the students in the study were determined, and aprior knowledge test was performed. While the website of the serious game-based application was open to the access of the intervention group for two weeks, no intervention was made for the control group. Second knowledge and skil lmeasurements were performed after two weeks for all students in the study, and evaluations of retention were performed four weekslater. Findings: The analyses revealed that the second and retention stoma care and colostomy irrigation knowledge test and skill scores of the intervention group were significantly higher than those of the control group (p<0.05). Conclusion: As the students' time to use the serious game increased, their knowledge tests and skill scores also increased significantly. Therefore, it was concluded that serious game technology had a positive effect on teaching nursing students the practice of stoma care.

    • SDG 3 · Sağlık ve Kaliteli Yaşam
    • SDG 4 · Nitelikli Eğitim
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AlanDeğerDil
creativeworkseries.issn1557-3087
dc.date.accessioned2026-10-22T10:19:12.192465778Z
dc.date.available2026-10-22T10:19:12.192465778Z
dc.identifier.urihttps://rdlopen.rawdatalibrary.net/r/gumushane/11622
dc.publisherElsevier Inc.
dc.rightsinfo:eu-repo/semantics/openAccess
dc.titleTeaching and Learning in Nursing
dspace.entity.typeJournal