KMID : 0941820230330030202
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Korean Journal of Clinical Pharmacy 2023 Volume.33 No. 3 p.202 ~ p.209
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Effects of Blended Learning on Pharmacy Student Learning Satisfaction and Learning Platform Preferences in a Team-based Learning Pharmacy Experiential Course: A Pilot Study
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Kim So-Won
Choi Eun-Joo Lee Yun-Jeong
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Abstract
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Background : With the emergent transition of online learning during the COVID-19 pandemic, the need for online/offline blended learning that can effectively be utilized in a team-based learning (TBL) course has emerged.
Methods : We used the online metaverse platforms, Gather and Zoom, along with face-to-face teaching methods in a team-based Introductory Pharmacy Practice Experience (IPPE) course and examined students¡¯ learning satisfaction and achievement, as well as their preferences to the learning platforms. A survey questionnaire was distributed to the students after the IPPE course completion. All data were analyzed using Excel and SPSS.
Results : Students had high levels of course satisfaction (4.61¡¾0.57 out of 5) and achievement of course learning objectives (4.49¡¾0.70 out of 5), and these were positively correlated with self-directed learning ability. While students believed that the face-toface platform was the most effective method for many of the class activities, they responded that Gather was the most effective platform for team presentations. The majority of students (64.3%) indicated that blended learning was the most preferred method for a TBL course.
Conclusion : Students in a blended TBL IPPE course had high satisfaction and achievements with the use of various online/offline platforms, and indicated that blended learning was the most preferred learning method. In the post-COVID-19 era, it is important to utilize the blended learning approach in a TBL setting that effectively applies online/offline platforms according to the learning contents and activities to maximize students¡¯ learning satisfaction and achievement.
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KEYWORD
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Blended learning, introductory pharmacy practice experience, learning platform, metaverse, team-based learning
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