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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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.
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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
Araceli Queiruga-Dios,María Jesús Sánchez,Marián Queiruga Dios,Víctor Gayoso Martínez,Ascensión Hernández Encinas +4 more
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.
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Feasibility of a paediatric radiology escape room for undergraduate education
Chantal Liu,Raeesa Patel,Bukola Ogunjinmi,Corey Briffa,Miranda Allain-Chapman,Josephine Coffey,Neha Kallam,Marco Shiu Tsun Leung,Annabelle Lim,Sabina Shamsad,Farah El-Sharnouby,Emily Tsang,Jennifer Whitehead,Josephine Bretherton,Lauren Ramsay,Susan C. Shelmerdine,Susan C. Shelmerdine +16 more
TL;DR: A paediatric radiology themed escape room is a feasible teaching method, enjoyed by participants and associated with an increase in radiological knowledge, and further work with larger sample size and direct comparison with other traditional teaching methods is required.
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Maira B. Carvalho,Francesco Bellotti,Riccardo Berta,Alessandro De Gloria,Carolina Islas Sedano,Jannicke Baalsrud Hauge,Jun Hu,Matthias Rauterberg +7 more
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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.