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one of the primary components of effective teaching is student engagement and that engagement is critical for learning
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.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| study group | Experimental | 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. |
|
| control group | No Intervention | The control group will not receive any intervention only their routine flipped classroom education |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| gamified flipped classroom | Other | moodle will be gamified |
|
| 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 |
| 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) |
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Inclusion Criteria:
Exclusion Criteria:
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Faculty of Nursing Mansoura University | Al Mansurah | Egypt |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 36384544 | Derived | Elzeky MEH, Elhabashy HMM, Ali WGM, Allam SME. Effect of gamified flipped classroom on improving nursing students' skills competency and learning motivation: a randomized controlled trial. BMC Nurs. 2022 Nov 16;21(1):316. doi: 10.1186/s12912-022-01096-6. |
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