Grant deadline: An escape room to simulate grant submissions
Abstract
Background and purpose Previous lectures for graduate trainees did not convey the urgency, complexity, and challenges of a successful grant submission. To increase engagement, instructors applied gamification principles to create an educational escape room. Serious games used in other settings engage participants to solve problems, build teamwork, and improve communication skills. This study was designed to fill a gap in the types of educational training effectively conducted via escape rooms. Educational activity and setting A college of pharmacy team implemented a game to simulate the grant submission process and familiarize trainees to internal processes and resources. Participants searched for grant opportunities, identified proposal errors, solved research-related clues to open locks, contacted a difficult collaborator, physically located resources, and requested permission for late submission. The activity was implemented during an introductory class for first-year graduate students (n = 19). Learning objectives targeted the technical and relational aspects of proposals within a realistic, timed setting. Student perceptions of the escape room experience were gathered via individual interviews (n = 8) and evaluated by thematic analysis. Findings Analysis of participant emotions, thoughts, and attitudes identified common themes of excitement (63%), fun (50%), stress (38%), and frustration (25%). Compared to didactic instruction, many interviewed students preferred the esc…
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Educational escape activities (EEAs) are reported to be positively perceived among students.
“EEAs are reported to be positively perceived among students 6,9,11,13,14 and have shown great value in terms of engagement, 6,11 -14 motivation, 6,7,12,14 and learner outcomes. 7,8,10”
From Fostering Motivation toward Chemistry through Augmented Reality Educational Escape Activities. A Self-Determination Theory Approach (2022) · cites this paper as [14]
Educational escape activities (EEAs) have shown great value in terms of engagement, motivation, and learner outcomes.
“EEAs are reported to be positively perceived among students 6,9,11,13,14 and have shown great value in terms of engagement, 6,11 -14 motivation, 6,7,12,14 and learner outcomes. 7,8,10”
From Fostering Motivation toward Chemistry through Augmented Reality Educational Escape Activities. A Self-Determination Theory Approach (2022) · cites this paper as [14]
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Using thematic analysis in psychology
Braun, V., & Clarke, V. (2006) · Qualitative Research in Psychology · doi:10.1191/1478088706qp063oa · Cited by 194,414 · see citing works
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Elford, D., Lancaster, S. J., & Jones, G. A. (2022) · Journal of Chemical Education · doi:10.1021/acs.jchemed.2c00428 · Cited by 49 · see citing works
- Authors
- Oestreich, J. H., Hunt, B., & Cain, J.
- Affiliations
- University of Findlay (US)
- University of Kentucky (US)
- Corresponding author
- Oestreich, Julie H.
- Venue
- Currents in Pharmacy Teaching and Learning
- Publisher
- Elsevier BV
- Published
- 2021-07
- Volume
- 13
- Issue
- 7
- Pages
- 848-854
- ISSN
- 1877-1297 (ISSN-L)
- OpenAlex
- W3154917596
- Cited by
- 9
- References
- 1
- Citations by year
- 2024: 1 · 2023: 1 · 2022: 6 · 2021: 1
- FWCI
- 3.30
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- Locations
- Currents in Pharmacy Teaching and Learning (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Social Sciences › Education › Problem and Project Based Learning
- Keywords
- escape rooms, gamification, serious games, grant submission, research funding, graduate student training, pharmacy education, student engagement, simulation-based training, student perceptions
- MeSH terms
- Humans, Learning, Students
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