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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...

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Detalles Bibliográficos
Autores principales: Gerber, Anthony, Fischetti, Briann
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
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author Gerber, Anthony
Fischetti, Briann
author_facet Gerber, Anthony
Fischetti, Briann
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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.
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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
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