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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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Edu-Escape Rooms

TL;DR: Escape Rooms are cooperative games in which players must find clues, solve puzzles, and perform a variety of tasks within a limited time.
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A heart failure themed escape room approach to enhance pharmacy student learning.

TL;DR: Positive student perceptions reported immediately after the completion of the Escape Room activity and measured in the follow-up survey demonstrated that the escape room is a satisfying learning activity that can engage all students.
Journal ArticleDOI

Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering

TL;DR: In this paper, the authors analyzed an educational escape room conducted remotely in a software engineering fundamentals course for teaching software modeling and provided evidence that remote educational escape rooms can be effective learning activities.
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A Virus Infected Your Laptop. Let’s Play an Escape Game

TL;DR: This study analyses the use of a breakout game for educational purposes, more specifically in a university context that mixes game–based learning methodologies with engineering students learning Linear Algebra, Calculus or Cryptography to obtain promising results about the usage of this methodology.
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.
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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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