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Flipped classroom showdown: game-based vs. case-based learning in pharmacy education
Mahtab Amini1, Shahideh Amini2, Maryam Alizadeh3
1School of Pharmacy, Tehran University of Medical Sciences, Tehran, Iran.
In virtual flipped classrooms, both case-based learning (CBL) and game-based learning (GBL) significantly improved pharmacy student outcomes. No significant differences in test scores or satisfaction were found between CBL and GBL, indicating equal effectiveness.
Area of Science:
- Medical Education
- Pharmacy Education
- Active Learning Strategies
Background:
- Active learning methods, including flipped classrooms, case-based learning (CBL), and game-based learning (GBL), are crucial in medical and pharmacy education.
- While studies suggest benefits, direct comparisons of CBL and GBL within virtual flipped classrooms are limited, especially regarding learning outcomes and student satisfaction.
- This study addresses this gap by comparing the effectiveness of GBL and CBL in a virtual flipped classroom setting for pharmacy students.
Purpose of the Study:
- To compare the effectiveness of game-based learning (GBL) versus case-based learning (CBL) in a virtual flipped classroom for pharmacy pharmacotherapy education.
- To assess and compare learning outcomes between GBL and CBL groups.
- To measure and compare student satisfaction levels with GBL and CBL methods.
Main Methods:
- Fifty-six fourth-year PharmD students were randomly assigned to either the GBL or CBL group.
- Both groups participated in virtual flipped instruction classrooms on pharmacotherapy topics, followed by in-class activities.
- Learning outcomes were assessed using knowledge-based tests, and student satisfaction was measured via a validated questionnaire. Data were analyzed using descriptive and inferential statistics.
Main Results:
- Both GBL and CBL groups demonstrated significant learning gains, with consistently higher (though not statistically significant) test scores observed in the GBL group.
- Student satisfaction was higher in the GBL group (3.82) compared to the CBL group (3.61), with a notable positive impact on students with lower GPAs in the GBL group.
- No statistically significant differences were found in test scores or satisfaction levels between the GBL and CBL groups, although GBL showed a slight-to-moderate effect size advantage in final test scores and progress rates.
Conclusions:
- Both case-based learning (CBL) and game-based learning (GBL) are effective methods for enhancing student learning outcomes within a virtual flipped classroom in pharmacy education.
- There were no statistically significant differences in test performance or student satisfaction between the GBL and CBL methods.
- Overall, CBL and GBL are equally effective pedagogical approaches for virtual pharmacy education settings.
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