scispace - formally typeset
Open AccessJournal ArticleDOI

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

Content maybe subject to copyright    Report

Citations
More filters
Book ChapterDOI

Educational Escape Room – Challenges and Obstacles

TL;DR: In this paper, the authors outline the design and testing process of an educational escape room prepared by a team of international scientists participating in a research project, whose scope was to design the science-based escape room that could be used as an educational tool and support the dissemination of knowledge on the healthy lifestyle and healthy eating habits among the general population.
Journal ArticleDOI

STEM escape rooms for public engagement

TL;DR: In this paper, a STEM-based escape room, open to the public, over five days at a science centre in Malta, was run to determine whether escape rooms could be successful in an informal science engagement context.
Journal ArticleDOI

Jeu d’évasion (escape game) médicamenteux : un apprentissage ludique et coopératif

TL;DR: In this article, a jeu d'evasion (escape game) medicamenteux alliant reflexion sur les erreurs (EM) and travail collaboratif is presented, which permet de reprendre de facon ludique et pedagogique des erreur pertinentes retrouvees dans le circuit de la PECM du patient.
Journal ArticleDOI

Escape Room as a Tool for the Study of Special Needs in University Education

TL;DR: In this paper , an activity with escape room developed with students of the Master's Degree in Special Education that aims to facilitate the learning of practical cases on the subject of developmental disorders is presented.
References
More filters
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.
Journal ArticleDOI

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.
Journal ArticleDOI

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.
Journal ArticleDOI

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.
Related Papers (5)