Implementation of a hepatitis-themed virtual escape room in pharmacy education: A pilot study

被引:0
|
作者
Sunanthiny Krishnan
Ali Qais Blebil
Juman Abdulelah Dujaili
Sara Chuang
Angelina Lim
机构
[1] Monash University Malaysia,School of Pharmacy
[2] Monash University,Faculty of Pharmacy and Pharmaceutical Sciences
[3] Al-Rafidain University College,Department of Pharmacy
[4] Swansea University Medical School,undefined
[5] Swansea University,undefined
来源
Education and Information Technologies | 2023年 / 28卷
关键词
Pharmacy education; Virtual escape room; Gamification; Educational game; Educational technology;
D O I
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中图分类号
学科分类号
摘要
As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end, escape room games have gained considerable traction in medical and pharmacy education to promote learning, critical thinking and teamwork. In this pilot study we describe the implementation of a 60-minute, web-based hepatitis-themed escape room game within a Year 3 Pharmacotherapy unit at Monash University. A total of 418 students participated in this activity. Students’ knowledge gain on the topic was assessed through a pre- and post-intervention assessment, whereby a statistically significant improvement was seen in the knowledge score following implementation of the gaming activity (58.66% pre-intervention vs. 72.05% post-intervention, p < 0.05). The innovative learning activity was also well perceived by the students. Virtual escape room game is a viable pedagogical approach to teach and reinforce clinical concepts among pharmacy students. With the evolving landscape of education and learner demographics, investment in technology- enhanced game-based learning is a promising trajectory to support students’ growth in a learner-centered environment. A comparison between virtual escape room game and traditional teaching will further inform effectiveness of the gamification on long term knowledge retention.
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页码:14347 / 14359
页数:12
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