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.read more
Citations
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Applying educational gaming success to a nonsterile compounding escape room.
TL;DR: Escape room educational games may be successfully applied to nonsterile compounding to yield increased student knowledge and positive perceptions in third-year professional pharmacy students' knowledge and perceptions.
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Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach
Jesús Sánchez-Martín,Mario Corrales-Serrano,Amalia Luque-Sendra,Francisco Zamora-Polo,Francisco Zamora-Polo +4 more
TL;DR: The analysis of students' opinions shows that such activities are well received regardless of background (engineering or education) or gender, and emotions that arise from the experience are mostly positive and the students state that they have developed both specific and transversal competencies.
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Soft skills and implications for future professional practice: Qualitative findings of a nursing education escape room.
TL;DR: A nursing educational escape room may be one strategy to enhance student professional practice skills by uncovering unique findings related to participant soft skill development and implications for participant future professional practice.
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Escape from the usual: Development and implementation of an 'escape room' activity to assess team dynamics.
TL;DR: This exercise positively impacted student perceptions of working in teams and showed a statistically significant increase in those strongly agreeing or agreeing pre- to post-exercise.
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Escape the Generational Gap: A Cardiovascular Escape Room for Nursing Education.
TL;DR: The cardiovascular escape room increased student knowledge and was positively received by students, and encouraged student engagement in learning, content application, peer communication, and nursing practice skills.
References
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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
Michael Young,Stephen T. Slota,Andrew B. Cutter,Gerard Jalette,Greg Mullin,Benedict Lai,Zeus Simeoni,Matthew Tran,Mariya Yukhymenko +8 more
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
Maira B. Carvalho,Francesco Bellotti,Riccardo Berta,Alessandro De Gloria,Carolina Islas Sedano,Jannicke Baalsrud Hauge,Jun Hu,Matthias Rauterberg +7 more
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.
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Are Serious Games a Good Strategy for Pharmacy Education
Jeff Cain,Peggy Piascik +1 more
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.