Effects of Flipped Classroom Combined with Game-Based Learning on Learning Achievement and Satisfaction Among Nursing Students in Nursing Care for Children with Urinary Tract Disorders
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Abstract
Objective: To examine the effects of a flipped classroom combined with game-based Learning on the learning achievement and satisfaction of nursing students regarding the topic of nursing care for children with urinary tract disorders. Methods: This study utilized a quasi-experimental research design with a one-group pretest-posttest approach. The sample consisted of 103 third-year nursing students. The research instruments consisted of eight parts including a learning management manual, self-learning materials, game scoring forms, learning game kits, question cards, a demographic questionnaire, a pretest and post-test, and a satisfaction questionnaire. The content validity of instruments was evaluated by three experts. The question cards and the pretest and post-test had Item-Objective Congruence (IOC) values of .96 and 1.00, respectively. The satisfaction questionnaire had content validity index (CVI) value of .96 and a reliability coefficient, with a Cronbach’s alpha of .91. Data were analyzed using descriptive statistics and a paired t-test. Results: After the intervention, the participants' mean post-test score was significantly higher than the pre-test score (t = -12.18, p < .001). The overall satisfaction was at the highest level (M = 4.67, SD = .56). Specifically, the promotion of teamwork skills (M = 4.83, SD = .47) and the enjoyment of the teaching method (M = 4.82, SD = .46) received the highest ratings. Conclusion: The implementation of flipped classroom learning combined with game-based learning resulted in students achieving higher post-test scores than pre-test scores and reported learning satisfaction. Therefore, this instructional method can be effectively applied in pediatric nursing courses.
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