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Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes Themed Escape Room

TLDR
The diabetes escape room proved to be a valuable educational game that increased students’ knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.
Abstract
Objective. To design an educational game that will increase third-year professional pharmacy students' knowledge of diabetes mellitus disease management and to evaluate their perceived value of the game. Methods. Faculty members created an innovative educational game, the diabetes escape room. An authentic escape room gaming environment was established through the use of a locked room, an escape time limit, and game rules within which student teams completed complex puzzles focused on diabetes disease management. To evaluate the impact, students completed a pre-test and post-test to measure the knowledge they've gained and a perception survey to identify moderating factors that could help instructors improve the game's effectiveness and utility. Results. Students showed statistically significant increases in knowledge after completion of the game. A one-sample t-test indicated that students' mean perception was statistically significantly higher than the mean value of the evaluation scale. This statically significant result proved that this gaming act offers a potential instructional benefit beyond its novelty. Conclusion. The diabetes escape room proved to be a valuable educational game that increased students' knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.

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Journal ArticleDOI

Escape to Learn! An Innovative Approach to Engage Students in Learning

TL;DR: Escape rooms can reinforce essential learner competencies and serve as an effective method to engage students in active learning.
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Using an Escape Activity in the Classroom to Enhance Nursing Student Learning

TL;DR: In this article, undergraduate nursing students were assigned preparation work before class, followed by a content review, student groups solved puzzles and riddles applying the content to progress through the escape activity. Most groups (94%) successfully completed this activity.
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Saving patient x: A quasi-experimental study of teamwork and performance in simulation following an interprofessional escape room.

TL;DR: In this article, the authors evaluated performance in simulation with the Observed Interprofessional Collaboration tool and self-reported attitudes toward teamwork using the Interprofessional Socialization and Valuing Scale.
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Grant deadline: An escape room to simulate grant submissions

TL;DR: This escape room served as an engaging method to introduce graduate students to the grant submission process and was designed to fill a gap in the types of educational training effectively conducted via escape rooms.
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A Virtual Escape Room versus Lecture on Infectious Disease Content: Effect on Resident Knowledge and Motivation

TL;DR: In this article , a quasi-experimental study included 30 emergency medicine residents at two programs who participated in both a virtual escape room and a lecture on infectious disease content, and found that residents were more motivated by the escape room.
References
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Journal ArticleDOI

Situated Cognition and the Culture of Learning

TL;DR: Collins, Brown, and Newman as mentioned in this paper argue that knowledge is situated, being in part a product of the activity, context, and culture in which it is developed and used, and propose cognitive apprenticeship as an alternative to conventional practices.
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The Asheville Project: long-term clinical and economic outcomes of a community pharmacy diabetes care program.

TL;DR: Patients with diabetes who received ongoing PCS maintained improvement in A1c over time, and employers experienced a decline in mean total direct medical costs.
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Our Princess Is in Another Castle: A Review of Trends in Serious Gaming for Education

TL;DR: This paper found some evidence for the effects of video games on language learning, history, and physical education (specifically exergames), but little support for the academic value of games in science and math.
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An activity theory-based model for serious games analysis and-conceptual design

TL;DR: A conceptual model, called Activity Theory-based Model of Serious Games (ATMSG), that aims to fill the gap in models, frameworks and methodologies for serious games analysis and design, and depicts how the combination of serious games elements supports pedagogical goals.
Journal ArticleDOI

Are Serious Games a Good Strategy for Pharmacy Education

TL;DR: Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback and potential for behavior and attitude change.
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