Cargando…
The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning
OBJECTIVE: The purpose of this study is to design and implement a virtual escape room game using the Zoom video conferencing platform to enhance third professional doctor of pharmacy students’ knowledge of self-management of sexual health and pregnancy prevention and to assess student’s perception o...
Autores principales: | , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2022
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9483870/ https://www.ncbi.nlm.nih.gov/pubmed/36160293 http://dx.doi.org/10.1007/s40670-022-01641-7 |
_version_ | 1784791762000150528 |
---|---|
author | Gerber, Anthony Fischetti, Briann |
author_facet | Gerber, Anthony Fischetti, Briann |
author_sort | Gerber, Anthony |
collection | PubMed |
description | OBJECTIVE: The purpose of this study is to design and implement a virtual escape room game using the Zoom video conferencing platform to enhance third professional doctor of pharmacy students’ knowledge of self-management of sexual health and pregnancy prevention and to assess student’s perception of the activity. METHODS: Students were divided into five pre-assigned breakout rooms of five to six students each using the Zoom video conferencing platform, following the conclusion of the self-care sexual health and pregnancy prevention lecture. Once in the breakout room, students worked as a group to complete seven activities to gain access to a code needed to “escape the room.” At the completion of the activity, students were asked to fill out a perceptions survey. RESULTS: Twenty-six students participated in the virtual escape room activity, with all students completing the activity within the allotted time. Overall, students expressed positive attitudes toward the escape room activity, reporting it helped them check their knowledge of the subject, remain motivated, and connect with their classmates. CONCLUSIONS: Overall, the virtual escape room had a positive impact on student learning and application of subject material. |
format | Online Article Text |
id | pubmed-9483870 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-94838702022-09-19 The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning Gerber, Anthony Fischetti, Briann Med Sci Educ Original Research OBJECTIVE: The purpose of this study is to design and implement a virtual escape room game using the Zoom video conferencing platform to enhance third professional doctor of pharmacy students’ knowledge of self-management of sexual health and pregnancy prevention and to assess student’s perception of the activity. METHODS: Students were divided into five pre-assigned breakout rooms of five to six students each using the Zoom video conferencing platform, following the conclusion of the self-care sexual health and pregnancy prevention lecture. Once in the breakout room, students worked as a group to complete seven activities to gain access to a code needed to “escape the room.” At the completion of the activity, students were asked to fill out a perceptions survey. RESULTS: Twenty-six students participated in the virtual escape room activity, with all students completing the activity within the allotted time. Overall, students expressed positive attitudes toward the escape room activity, reporting it helped them check their knowledge of the subject, remain motivated, and connect with their classmates. CONCLUSIONS: Overall, the virtual escape room had a positive impact on student learning and application of subject material. Springer US 2022-09-19 /pmc/articles/PMC9483870/ /pubmed/36160293 http://dx.doi.org/10.1007/s40670-022-01641-7 Text en © The Author(s) under exclusive licence to International Association of Medical Science Educators 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. |
spellingShingle | Original Research Gerber, Anthony Fischetti, Briann The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning |
title | The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning |
title_full | The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning |
title_fullStr | The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning |
title_full_unstemmed | The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning |
title_short | The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning |
title_sort | impact of escape room gamification using a teleconferencing platform on pharmacy student learning |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9483870/ https://www.ncbi.nlm.nih.gov/pubmed/36160293 http://dx.doi.org/10.1007/s40670-022-01641-7 |
work_keys_str_mv | AT gerberanthony theimpactofescaperoomgamificationusingateleconferencingplatformonpharmacystudentlearning AT fischettibriann theimpactofescaperoomgamificationusingateleconferencingplatformonpharmacystudentlearning AT gerberanthony impactofescaperoomgamificationusingateleconferencingplatformonpharmacystudentlearning AT fischettibriann impactofescaperoomgamificationusingateleconferencingplatformonpharmacystudentlearning |