Evidence map›Paper›PMID 40625998›Full record

ArticleMedical science educator2025

From Surface to Deep Learning: Gamified Mobile Education for Subcutaneous and Intramuscular Injection Skills.

Zeynep Tamer, Esin Kavuran

Abstract read
In one paragraph

Article in Medical science educator, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors.

Zeynep TamerDepartment of Nursing Fundamentals, Faculty of Nursing, Atatürk University, Erzurum, Turkey.ORCID 0000-0003-3843-5440
Esin KavuranDepartment of Nursing Fundamentals, Faculty of Nursing, Atatürk University, Erzurum, Turkey.ORCID 0000-0003-3791-102X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The aim of this study was to investigate the effect of a game-based mobile application on nursing students' skills in administering subcutaneous (SC) and intramuscular (IM) injections. Nursing education traditionally involves both theoretical and practical components. With the advent of digital technologies, innovative methods such as game-based learning have been introduced to enhance practical skills and knowledge retention in nursing education. This study explores the use of a mobile application designed to improve students' competence in SC and IM drug administration. This was an experimental study conducted during the 2021-2022 academic year. It involved a study group of 64 students who received training through a simulation game system and a control group of 65 students who underwent traditional training methods. Data were collected using the Self-Demonstration Form, the Study Process Questionnaire, and the Skills Performance List for Subcutaneous and Intramuscular Administration. The study focused on assessing the impact of game-based learning on students' performance and learning approaches. The study group showed significantly greater improvements in learning approaches and medication administration skills compared to the control group. Deep learning scores increased from 31.39 ± 6.23 to 45.05 ± 5.46 in the study group, versus 31.78 ± 5.68 to 37.02 ± 4.17 in the control group (

Indexed as

Educational technologyGame-based learningLearning approachesMobile applicationNursing educationPractical skills development

Identifiers

PMID40625998
PMCPMC12228609

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.