Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses. (April 2020)
- Record Type:
- Journal Article
- Title:
- Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses. (April 2020)
- Main Title:
- Unlocking Student Engagement: Creation, Adaptation, and Application of an Educational Escape Room Across Three Pharmacy Campuses
- Authors:
- Eukel, Heidi
Frenzel, Jeanne
Frazier, Kyle
Miller, Micah - Abstract:
- Background. Educational escape rooms are positively received by students, increase knowledge, and serve as a platform for theactive application of teamwork and team-based communication. Aim. This article focuses on detailing an educational escape room that isadaptable and transferable for use with any course or discipline. Methods. Puzzles are created around the educational objectives of the course or unit. Puzzles include ciphers, jumbles, coded messages, combination locks, rebuses, and data hunts. Students work in teams to solve content-specific puzzles to escape a room. Teams which solve all of the puzzles in the allotted time are considered to have successfully escaped the room. Gameplay can range from 60 to 75 minutes. Facultyled debriefing is an important part of the educational innovation. Results and Conclusion. This escape room uses collaborative learning to increasestudent knowledge and skills in educational content. The learning experience is enhanced through dynamic studentengagement with the focused topic. This topic can easily be changed to a different course topic and the corresponding gameplay puzzles adapted and transferred for use with a variety of disciplines. This manuscript details the transferability of the educational escape room to 3 campuses and provides insight for successful implementation.
- Is Part Of:
- Simulation & gaming. Volume 51:Number 2(2020)
- Journal:
- Simulation & gaming
- Issue:
- Volume 51:Number 2(2020)
- Issue Display:
- Volume 51, Issue 2 (2020)
- Year:
- 2020
- Volume:
- 51
- Issue:
- 2
- Issue Sort Value:
- 2020-0051-0002-0000
- Page Start:
- 167
- Page End:
- 179
- Publication Date:
- 2020-04
- Subjects:
- educational game -- escape room -- serious game -- diabetes mellitus -- healthcare
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878119898509 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 12716.xml