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Related Experiment Video

Updated: Jul 1, 2026

Project-Based Learning Guidelines for Health Sciences Students: An Analysis with Data Mining and Qualitative Techniques
13:44

Project-Based Learning Guidelines for Health Sciences Students: An Analysis with Data Mining and Qualitative Techniques

Published on: December 9, 2022

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.

BMC Medical Education
|June 29, 2026
PubMed
Summary
This summary is machine-generated.

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.

Keywords:
Case-Based LearningFlipped ClassroomGame-Based LearningPharmacy Education

Related Experiment Videos

Last Updated: Jul 1, 2026

Project-Based Learning Guidelines for Health Sciences Students: An Analysis with Data Mining and Qualitative Techniques
13:44

Project-Based Learning Guidelines for Health Sciences Students: An Analysis with Data Mining and Qualitative Techniques

Published on: December 9, 2022

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.