A Systematic Review of Escape Room Gaming in Pharmacy Education

被引:18
作者
Hintze, Trager D. [1 ]
Samuel, Nephy [1 ]
Braaten, Brianne [2 ]
机构
[1] Texas A&M Rangel Coll Pharm, Dept Pharm Practice, College Stn, TX 77845 USA
[2] CHI St Joseph Hlth, Dept Pharm, Bryan, TX USA
关键词
Pharmacy education; Gamification; Review; Active learning;
D O I
10.1016/j.ajpe.2022.09.007
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Objectives: The objectives of this review were to review the current literature on escape rooms in pharmacy education, determine their impact on educational outcomes, and identify areas for future research. Findings: A literature search retrieved 14 reports, of which 10 studies met all of the study criteria. The majority of the studies used the escape room to review previously taught content (90%). More than half the studies (60%) assessed a change in a student's knowledge. One study testing a broad content area found a decrease in the before and after knowledge assessment from 70% to 67%, while other studies found before and after content knowledge increase. On average, 5.8 faculty facilitators and 33 h were needed for each activity. Summary: This review suggests that pharmacy students enjoy escape rooms and perceive that it helps in their clinical knowledge and teamwork skills. Additionally, there is a potential that it can demonstrate an increase in content knowledge, particularly escape rooms that had a singular content focus. Faculty planning on implementing an escape room activity should give strong consideration to the preparation, delivery/logistics, and content.
引用
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页数:6
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