Introduction
One of a nurse’s essential competences is the capacity to deliver care to patients based on nursing skills and knowledge [
1]. Having satisfactory knowledge and performance of proper nursing skills improves students’ self-confidence while delivering care [
2]. Nursing instructors have a crucial role in teaching students to masterly perform psychomotor skills [
3,
4]. The flipped classroom (FC) strategy, is a highly learner-oriented pedagogical method [
5] that allows educators to provide online materials for students to watch memorize and present independently before coming to classes so that the class time can be better spent on learning activities, like skills practice and discussions [
6].
Many studies have confirmed that the FC strategy has a higher efficiency than traditional classrooms in enhancing nursing students’ skills, knowledge, attitude, having satisfactory study, self-learning, problem solving, and critical thinking [
7‐
12]. Other studies emphasized that flipped learning improved nursing students' confidence in their ability to apply knowledge and skills in clinical practice [
13‐
16]. However, other studies reported no significant differences in learning outcomes between the flipped and traditional classroom groups [
17‐
19]. Many even felt that the FC strategy was less effective because more time was spent preparing outside class [
20,
21].
To create a successful FC, students’ intrinsic motivation and compliance with the FC requirements are crucial components in achieving the preferred learning outcomes [
10,
22,
23]. However, according to a literature review of studies on the FC strategy, the most faced difficulty is decreasing students’ motivation, which prevents the predicted increase in academic achievement [
24,
25]. Moreover, a study by Heitz et al. [
26] reported that 31% of students in the FC group were non-compliant. A survey regarding FC use before clinical skills laboratory teaching reported that the absence of student involvement with the FC strategy is one of the main challenges faced by educators [
27]. According to a systematic review, the greatest obstacles for the instructors to overcome are how to engage and motivate students in watching the recorded lectures [
28]. Moreover, another systematic review reported that the FC strategy may be perfectly applied to active learners, as opposed to passive learners, in terms of students’ learning satisfaction and skill performance [
29]. Finally, a pre-class quiz fails to enforce students to watch pre-class videos regularly [
30]. This suggests that to boost student participation during FC practice and prepare them for class, novel methods, such as gamification, are greatly needed [
31].
The proper application of gamification strategies in student education is expected to serve as a tool for solving motivation and learning performance problems. First, the self-determination theory, which has been effectively applied to the setting of gamification, provides an explanation for the motivational appeal of various game design elements. Gamification uses game fundamentals, such as scores, leaderboards, and badges, toward non-game activities to increase student interest and motivation through competition [
32‐
34]. Second, based on gamified learning theory; gamification can affect learning outcomes indirectly by improving already beneficial instructional content and influencing behaviors and attitudes [
35].
The combination of FCs and gamification has been widely used in various studies, which have reported that this combination had a positive impact on student achievement. Sailer and Sailer [
36] have shown that gamification of class activities improves social relatedness and motivation. Zhao et al. [
37] have found a positive relation between gamification of electronic books and students’ FC performance, meta-cognition tendency, and motivation. Forndran and Zacharias [
38] indicated that the students’ self-confidence had been positively impacted by gamified flipped learning. A systematic review on the use of gamified learning among university-level medical and nursing students reported that it positively influences student satisfaction and motivation [
39].
Although FC learning is becoming increasingly popular, there are certain disadvantages that gamification can significantly address [
40]. However, there are still very few studies on the gamification of FC in nursing education, and most have examined its effect on cognitive gains and psychological needs[
31,
41,
42], and few have examined its effect on clinical learning outcomes of nursing students [
43]. Axley [
44] defined the principle of nursing competency from a wide angle. Essential attributes include motivation, attitude, critical thinking, maturity, openness, and self-evaluation, in addition to the sheer accomplishment of abilities. So, in this RCT study, we propose that gamification of FC (using game quiz, badges, leaderboards, levels, rank, and points) could motivate, increase preparedness before laboratory classes, and improve Fundamentals of Nursing students’ skills competency (knowledge, performance, and confidence).
Results
Demographic characteristics
Data on the demographic characteristics of the groups were checked for homogeneity (Table
1). No substantial differences in sex, secondary school location, economic status, interest in the Fundamentals of Nursing course, interest in the nursing profession, degree of participation, Fundamentals of Nursing I grade, decision to join the nursing profession, and plans after graduation were observed between the two groups.
Table
2 presents the means and standard deviations of the four dependent variables under study at the three test periods along with the repeated-measures ANOVA results for the dependent variables.
Table 2
Repeated-measures analysis of variance of skills performance, confidence, knowledge, and intensity of preparation among both groups throughout the study (n = 64 in each group)
Skills performance | T0 | 81.2 ± 7.9 | 79.9 ± 8.8 | 0.929 | 2.252 | 0.396 | 0.007 |
T1 | 82.1 ± 8.2 | 79.8 ± 9.4 | 1.972 | 1.126 | 0.163 | 0.015 |
T2 | 82.5 ± 7.5 | 80.1 ± 10.3 | 0.614 | 2.252 | 0.542 | 0.005 |
Skills Confidence | T0 | 19.7 ± 2.9 | 19.2 ± 3 | 12.9 | 1.817 | < 0.001B,C | 0.093 |
T1 | 20.6 ± 2.2 | 19.5 ± 3 | 5.496 | 1 | 0.021B | 0.042 |
T2 | 21.1 ± 2 | 19.7 ± 3.1 | 3.418 | 1.817 | 0.039C | 0.026 |
Skills Knowledge | T0 | 80.9 ± 9.7 | 79.9 ± 7.5 | 24.436 | 1.713 | < 0.001A,B | 0.162 |
T1 | 86.1 ± 8.8 | 80.4 ± 6.7 | 17.264 | 1 | < 0.001A,C | 0.121 |
T2 | 89.1 ± 7.1 | 81.2 ± 7.9 | 12.962 | 1.713 | < 0.001B,C | 0.093 |
Intensity of preparation | T0 | 2 ± 1.2 | 1.8 ± 1 | 30.97 | 2 | < 0.001A,B | 0.197 |
T1 | 2.8 ± 1.2 | 1.9 ± 0.9 | 33.43 | 1 | < 0.001A,C | 0.21 |
T2 | 3.6 ± 1.4 | 2 ± 1.2 | 18.04 | 2 | < 0.001B,C | 0.125 |
Regarding skills performance, repeated-measures ANOVA revealed an insignificant difference in time (F(2.252) = 0.929, p = 0.396, ηp2 = 0.007), an insignificant time*group effect (F(2.25) = 0.614, p = 0.542, ηp2 = 0.005), and an insignificant difference between the two groups (F(1.12) = 1.972, p = 0.163, ηp2 = 0.015).
Regarding skills confidence, repeated-measures ANOVA revealed a significant difference in time (F(1.81) = 12.9, p < 0.001, ηp2 = 0.093), a significant time–group effect (F(1.81) = 3.418, p = 0.039, ηp2 = 0.026), and a significant difference between the two groups (F(1) = 5.496, p 0.021, ηp2 = 0.042). Post hoc analysis with Bonferroni adjustment revealed that the students’ confidence level increased significantly from T0 to T1 and from T0 to T2, but not from T1 to T2.
Regarding skills knowledge, repeated-measures ANOVA revealed a significant difference in time (F (1.71) = 24.4, p < 0.001, ηp2 = 0.162), a significant time–group effect (F (1.71) = 12.962, p < 0.001, ηp2 = 0.093), and a significant difference between the two groups (F (1) = 17.264, p < 0.001, ηp2 = 0.121). Post hoc analysis with Bonferroni adjustment revealed that the students’ knowledge level increased significantly from T0 to T1, from T0 to T2, and from T1 to T2.
Regarding skills preparation intensity, repeated-measures ANOVA revealed a significant difference in time (F (2) = 30.97, p < 0.001, ηp2 = 0.197), a significant time–group effect (F(2) = 18.04, p < 0.001, ηp2 = 0.125), and a significant difference between the two groups (F(1) = 33.34, p < 0.001, ηp2 = 0.210). Post hoc analysis with Bonferroni adjustment revealed that the students’ IOP increased significantly from T0 to T1, from T0 to T2, and from T1 to T2.
Motivation scores
No statistically significant difference in the mean pre-test motivation score was observed between the two groups (Table
3). However, the mean post-test motivation score was significantly higher in the intervention group than in the control group (
p < 0.001). Moreover, a statistically significant difference was observed between the mean pre-test and post-test motivation scores in the intervention group (
p < 0.013); however, no significant difference was observed between the mean pre-test and post-test motivation scores in the control group.
Table 3
Comparing pre- and post-intervention motivation scores between the study and control groups: (n = 64 in each group)
Attention | 44.4 ± 11.1 | 48.9 ± 10 | 42.2 ± 11.6 | 41.2 ± 9.9 | 0.279 | < 0.001 | 0.013 | 0.400 |
Relevance | 36.3 ± 5.9 | 38.5 ± 7.1 | 34.4 ± 5.8 | 33.8 ± 5.4 | 0.072 | < 0.001 | 0.028 | 0.366 |
Confidence | 33.4 ± 5.8 | 35.3 ± 7 | 31.7 ± 5.7 | 31.5 ± 5.3 | 0.087 | 0.001 | 0.044 | 0.739 |
Satisfaction | 23 ± 5 | 24.7 ± 4.4 | 21.8 ± 4.7 | 21.3 ± 3.8 | 0.162 | < 0.001 | 0.011 | 0.208 |
Total learning motivation score | 137.1 ± 23.8 | 147.1 ± 24.1 | 130.1 ± 24.2 | 127.7 ± 19.8 | 0.102 | < 0.001 | 0.013 | 0.394 |
Correlation among the measured variables after gamified FC intervention
At T2, a significant positive correlation was found between learning motivation and skills knowledge (
r = 0.201,
p < 0.022). Additionally, a significant positive correlation was observed between confidence and skills knowledge (
r = 0.373,
p < 0.002) and skills performance (
r = 0.247,
p < 0.049). Moreover, a significant positive correlation was observed between skill performance and skills knowledge (
r = 0.409,
p < 0.001). Lastly, a significant positive correlation was observed between IOP and skills confidence (
r = 0.306,
p < 0.014), skills knowledge (
r = 0.368,
p < 0.003), and skill performance (
r = 0.359,
p < 0.004) (Table
4).
Table 4
Pearson Correlation Coefficients among the measured variables after gamified intervention at T1 and T 2 points in the study group
1.learning motivation | | | | | | | | |
2.confidence | 0.092 (.471) | | | | 0.201 (.112) | | | |
3.skills knowledge | 0.181 (.152) | 0.296 (.018)* | | | 0.201 (.022)* | 0.373 (.002)* | | |
4.skills performance | 0.188 (.137) | 0.065 (.608) | 0.290 (.020)* | | 0.116 (.363) | 0.247 (.049) | 0.409 (.001)* | |
5.IOP | 0.231 (.066) | 0.294 (.018)* | 0.256 (.041)* | 0.44 (< .001)* | 0.206 (.103) | 0.306 (.014)* | 0.368 (.003)* | 0.359 (.004)* |
Discussion
The nursing education focus is on enhancing learners’ intrinsic motivation and improving their skills competency in the field of nursing. In this study, it is expected that the participants in the intervention group will have better skills performance. However, although the intervention group had higher scores than the control group, the difference was not statistically significant. This result agrees with the results of Mekler et al. [
33] and Sailer and Sailer [
36], who reported that the elements of the games (i.e., game quiz, badges, and leaderboard) did not significantly affect the competence of the students. However, this is in contrast with the findings of Lai et al. [
56], who reported a significant improvement in practical skill scores in medical students of the study group, and this may be because group teaching was face to face (lectures and hands on training). Furthermore, gamification activities were administered in class, and the researcher used gamification elements, in addition to game-based learning strategies (3 games) during the class. Another study by Kim and Kim [
43] reported that gamified FC learning increases students’ empathy with patients; this may be because gamification was used in and out of classes, and the researcher combined gamification with other teaching methods, including situation-based learning; however, this study compared gamified learning with traditional learning, and the study groups were from different academic years. This may raise the questions of whether gamifying laboratory skill training sessions (in and out of class) and whether adding serious games in addition to gamification to FC learning would help improve skill scores compared with FC. Furthermore, in our study, the students could view the skill videos and practice the gamified activities 1 week before each procedure, and their levels of skill performance were assessed immediately. Students at the fundamental level need many training and practice time. Hence, to differentiate skills between the two groups, 1 week may not be adequate [
49].
In this study, a positive correlation was found between skill performance, skills knowledge, and confidence. This result agrees with those of Tan et al. [
7], who also reported a significant positive correlation between knowledge, skill performance, and confidence. In contrast, a study by Lee et al. [
49] reported an insignificant correlation between knowledge, skill performance, and confidence. This may be because in this study, mobile-based video learning did not significantly affect the students’ knowledge or skill performance; moreover, most study participants were females (approximately 90%), whereas, in our study, approximately half of students were males. The self-efficacy of learners in using digital devices has been linked to sex differences as a potential influencer [
57]. Furthermore, motivation behind gamification engagement is different between sexes, and males play more games; thus, competition is a great component for male students [
58]. This raises the question: which game elements are appropriate for students based on sex differences?
In terms of confidence, a significant difference was found between both groups, and this was supported by Forndran and Zacharias[
38] and Ekici [
40], who reported that the students’ self-confidence was positively impacted by gamified FC learning. This finding also agrees with those of Sung and Hwang [
59], who reported that students of gamified classes felt more confident, competent, and engaged in classroom activities. In our opinion, this is because the students were given instant task-level feedback, which have been proven to help boost students’ confidence during the gamified intervention [
31].
The results of this study indicated that gamification has a strong positive effect on the students’ skills knowledge. As reported by Zainuddin [
31], the gamification of quizzes made pre-class content easier for students to be seriously learned. A study by Lai et al. [
56] involving medical students reported significant improvements in the knowledge of the students in the gamified group. Also, our findings are consistent with those of [
60‐
63] who reported a significant improvement in the knowledge level of the gamified group. In contrast, a study by Trevino et al. [
64] and Lee et al. [
65] reported that educational games had a similar impact on the knowledge level as attending an engaging, didactic lecture. Moreover, a study by Selby et al. [
66] reported that the interactive lecture group had better knowledge than the game group, and this was interpreted as during game playing, the students have other distractions, whereas lectures forced students to focus on facts. However, those three studies used game-based learning, not gamified FC learning.
Another important implication emerging from these study findings is the IOP, which was significantly different between both groups. Furthermore, our results demonstrated significant correlations among the students’ IOP, skill knowledge, skill performance, and skill confidence. This finding agrees with those of Poondej and Lerdpornkulrat [
67], Mohamed and Lamia [
68] and Huang et al. [
41] who proved that students in a gamified FC environment were more likely to complete homework and other pre- and post-class assignments on time than those in a non-gamified environment. Additionally, Jo et al. [
69] applied gamification to an FC and were successful in raising students’ preparation. Another study by Sailer & and Sailer [
36] reported that the students’ preparation level had a great impact on the performance of the learning process. Therefore, gamification can be an intervention to support extracurricular activities and thereby promote student preparation [
69].
After gamification, the study group’s motivation levels in all four areas (i.e., relevance, attention, satisfaction, and confidence) were significantly higher than those of the control group. This finding agrees with that of Inangil et al. [
60], who reported significantly higher attention, satisfaction, and total motivation score among the nursing students in the gamified group than control group. Other studies by Aşıksoy [
24] and White and Shellenbarger [
70] reported that gamified FCs increase student motivation and that badges guaranteed that students actively participated in classroom activities, made competitive environments in a positive way, enhanced peer relationships and generate formative feedback. Another study by Sailer and Sailer [
36] reported that a gamified quiz can increase students’ feelings of social belonging and intrinsic motivation. Matching with this result, many studies have reported that education gamification positively affects participation and motivation [
39,
42,
60,
71‐
73]. In contrast, a study by Mekler et al. [
33] reported that motivation was not affected by gamification. Motivational shortage due to the implementation of gamification was because the required tasks to complete could hardly be considered challenging and game elements (i.e., points, leaderboards, and levels) were evaluated separately for three groups of students. These findings agree with those of Sailer and Sailer [
36], who reported that the choice of questions and the gamified quiz design are critical because motivation might differ depending on the quiz difficulty.
Limitations
However, this study has many limitations. First, there are few similar randomized controlled trials with which to compare our results. Most randomized controlled trials were not comparable because they either used game-based learning or the control group used conventional teaching and not FC learning and the subjects were not usually higher education nursing students. Furthermore, it is noted that the terms game-based learning and gamification are used synonymously in many studies, despite their mechanism differences. Second, although the pilot reliability was assessed in the preliminary test, variance among the three evaluators was inevitable and might affect the results. Moreover, the results cannot be generalized on a national scale because the students under study were from a single university. Furthermore, the Hawthorne effect cannot be ignored because the participants were aware that they were under assessment to evaluate the effectiveness of gamification, which thus may have led to a bias. Finally, passive learners may attempt to ask active students about the answers and achieve badges also without watching the video lessons and this further affect the skill scores. Although game quizzes add fun to the course and foster collaboration and competition among the students, other forms of gamification challenges may be required to obtain valid results of the students’ learning achievements in a gamified FC course.
Conclusion and recommendations
This study demonstrated that Fundamentals of Nursing students learning in a gamified FC had better skills knowledge, confidence, and motivation and were well prepared before clinical classes than those learning in a conventional FC. The gamification elements in this study (i.e., badges, game quizzes, leaderboards, points, level unlock, and ranks) created a positive competitive environment and fostered the students’ motivation. Gamified FC learning can be considered an effective teaching method for delivering learning materials to nursing students to enhance their motivation and skills competence.
However, further research must compare gamified FCs with FC learning; examine its effect on learning outcomes, student satisfaction, and confidence; and explore factors affecting gamified FC learning outcomes in nursing education. Future studies are necessary to ascertain whether sex differences or individuals in some subgroups, such as students having low academic degrees, may earn more from participating in gamified FC learning. Future studies should compare both gamified FC and game-based FC interventions with each other and with controls and evaluate psychomotor skill acquisition and patient outcomes. Moreover, they should investigate the combining effects of gamification and serious games in FC learning and their effects on skill scores. Furthermore, these studies should compare in and out of class gamification in FC learning or the combination of both and their effect on learning outcomes. To increase the validity of the effectiveness of the gamification technique compared with the traditional method, a more thorough assessment process, including final test scores, should be performed. The long-term effects of gamification are important to be studied, to evaluate the long-term effects of game designs on user behavior.
Publisher’s Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.