The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room
Open accessAbstract
Objective. To design an educational game that will increase third-year professional pharmacy students’ knowledge of diabetes mellitus disease management and to evaluate their perceived value of the game. Methods. Faculty members created an innovative educational game, the diabetes escape room. An authentic escape room gaming environment was established through the use of a locked room, an escape time limit, and game rules within which student teams completed complex puzzles focused on diabetes disease management. To evaluate the impact, students completed a pre-test and post-test to measure the knowledge they’ve gained and a perception survey to identify moderating factors that could help instructors improve the game’s effectiveness and utility. Results. Students showed statistically significant increases in knowledge after completion of the game. A one-sample t-test indicated that students’ mean perception was statistically significantly higher than the mean value of the evaluation scale. This statically significant result proved that this gaming act offers a potential instructional benefit beyond its novelty. Conclusion. The diabetes escape room proved to be a valuable educational game that increased students’ knowledge of diabetes mellitus disease management and showed a positive perceived overall value by student participants.
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Cites
Situated Cognition and the Culture of Learning
Brown, J. S., Collins, A., & Duguid, P. (1989) · Educational Researcher · doi:10.3102/0013189x018001032 · Cited by 13,645 · cited 2×
“The goal of the teaching innovation was to fully engage learners in learning by doing.(5,6)”
BackgroundCranor, C. W., Bunting, B. A., & Christensen, D. B. (2003) · Journal of the American Pharmaceutical Association (1996) · doi:10.1331/108658003321480713 · Cited by 728
Cited by
Cain, J. (2019) · Currents in Pharmacy Teaching and Learning · doi:10.1016/j.cptl.2018.09.010 · Cited by 179
Using Augmented Reality to Stimulate Students and Diffuse Escape Game Activities to Larger Audiences
Estudante, A., & Dietrich, N. (2020) · Journal of Chemical Education · doi:10.1021/acs.jchemed.9b00933 · Cited by 133
Escapp: A Web Platform for Conducting Educational Escape Rooms
Lopez-Pernas, S., Gordillo, A., Barra, E., & Quemada, J. (2021) · IEEE Access · doi:10.1109/access.2021.3063711 · Cited by 51
Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming
Lopez-Pernas, S., Gordillo, A., Barra, E., & Quemada, J. (2021) · IEEE Access · doi:10.1109/access.2021.3073601 · Cited by 43
Abdollahi, A. M., Masento, N. A., Vepsäläinen, H., Mijal, M., Gromadzka, M., & Fogelholm, M. (2021) · Frontiers in Nutrition · doi:10.3389/fnut.2021.674404 · Cited by 14
Metadata
- Authors
- Eukel, H. N., Frenzel, J. E., & Cernusca, D.
- Venue
- American Journal of Pharmaceutical Education
- Publisher
- Elsevier BV
- Published
- 2017-09
- Volume
- 81
- Issue
- 7
- Pages
- 6265
- ISSN
- 0002-9459 (ISSN-L)
- OpenAlex
- W2753069971
- Cited by
- 320
- References
- 2
- FWCI
- 47.19
- Type
- journal article
- Language
- en
- Open access
- gold
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- Eukel, H. N., Frenzel, J. E., & Cernusca, D. (2017). Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room. American Journal of Pharmaceutical Education. https://doi.org/10.5688/ajpe8176265
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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