Cited by 9Educational Games and GamificationInnovative Teaching Methodologies in Social SciencesProblem and Project Based Learning

Grant deadline: An escape room to simulate grant submissions

Oestreich, Julie H., Hunt, Benjamin, Cain, Jeff·2021·Currents in Pharmacy Teaching and Learning

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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Crossref · 10.1016/j.cptl.2021.03.013

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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
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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