Gamified Flipped Class Room and Nursing Students' Skills Competency and Confidence

Study Overview
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Brief Summary
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one of the primary components of effective teaching is student engagement and that engagement is critical for learning

Detailed Description
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In order to increase motivation, it is necessary to eliminate the factors that create boredom and to transform the lectures into a more enjoyable environment. In recent years, the gamification strategy has been used in order to intrigue the students, and to increase their motivation for learning. Gamification is a system that implements game design components on out-of-game contexts and alters the subjects' behaviors.

Official Title
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Effect of Gamified Flipped Class Room on Facilitating Nursing Students' Skills Competency and Confidence

Conditions
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Gamified Flipped Classroom, Education, Nursing Students

Intervention / Treatment
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* Other: gamified flipped classroom


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: agree to participate. Registered fundamental II in second semester year (2020-2021). Have access to network at home. Exclusion Criteria: • Previously enrolled in fundamental II course

Ages Eligible for Study
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Minimum Age: 18 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: study group<br>For 6 weeks, students in study group will receive their routine flipped classroom in addition to gamified activities that they are required to complete before class session. | Other: gamified flipped classroom<br>* moodle will be gamified<br>|
| No Intervention: control group<br>The control group will not receive any intervention only their routine flipped classroom education | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| changes in students learning motivation score | will be measured using instructional material motivation survey.It consists of four domains: attention, relevance, confidence, and satisfaction, with a total of 36 questions on a 5-point Likert scale | will be measured at baseline and at the end of study (after 6 weeks) | 
| change in skill practice confidence level | confidence scale will be used to used to measure a student's confidence level related to skills performance | will be measured at baseline and at the end of study (after 6 weeks) | 
| change in nursing students funadamental skill competency | will be measured using observation checklist. it consists of eiight checklist and each checklist cover different nursing procedure. The evaluation items will be rated on a 3-point Likert scale | will be measured at baseline and at the end of study (after 6 weeks) | 
| changes in students fundamental of nursing knowledge level | 3 quizes,each composed of 20 questions. quiz 1 will measure students knowledge level at baseline on the first two procedures and quiz 2 and three will meassure knowledge level post implementation of gamified activitis after each three skills. | at baseline and three weeks and 6 weeks of study | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| intensity of nursing skills preparation | three items which cover how often participants watched the skill video | will be measured at baseline and at the end of study (after 6 weeks) |