Affiliations 

  • 1 School of Pharmacy, Monash University Malaysia, Bandar Sunway, Kuala Lumpur, Selangor 47500 Malaysia
  • 2 Faculty of Pharmacy and Pharmaceutical Sciences, Monash University, Parkville, VIC 3052 Australia
PMID: 37361790 DOI: 10.1007/s10639-023-11745-1

Abstract

As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end, escape room games have gained considerable traction in medical and pharmacy education to promote learning, critical thinking and teamwork. In this pilot study we describe the implementation of a 60-minute, web-based hepatitis-themed escape room game within a Year 3 Pharmacotherapy unit at Monash University. A total of 418 students participated in this activity. Students' knowledge gain on the topic was assessed through a pre- and post-intervention assessment, whereby a statistically significant improvement was seen in the knowledge score following implementation of the gaming activity (58.66% pre-intervention vs. 72.05% post-intervention, p 

* Title and MeSH Headings from MEDLINE®/PubMed®, a database of the U.S. National Library of Medicine.