Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes-themed Escape Room
dc.contributor.author | Eukel, Heidi N. | |
dc.contributor.author | Frenzel, Jeanne Elizabeth | |
dc.contributor.author | Cernusca, Dan | |
dc.date.accessioned | 2021-09-01T21:50:00Z | |
dc.date.available | 2021-09-01T21:50:00Z | |
dc.date.issued | 2017 | en_US |
dc.description.abstract | 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. | en_US |
dc.description.abstract | 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. | en_US |
dc.description.abstract | 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. | en_US |
dc.description.abstract | 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. | en_US |
dc.identifier.citation | 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, 81(7), 6265. https://doi.org/10.5688/ajpe8176265 | en_US |
dc.identifier.orcid | 0000-0002-5005-5881 | |
dc.identifier.orcid | 0000-0003-2817-1699 | |
dc.identifier.orcid | 0000-0002-1183-580X | |
dc.identifier.uri | https://hdl.handle.net/10365/32064 | |
dc.language.iso | en_US | en_US |
dc.rights | In copyright. Permission to make this version available has been granted by the author and publisher. | |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | |
dc.subject | Pharmaceutical care laboratory. | en_US |
dc.subject | Diabetes mellitus. | en_US |
dc.subject | Gaming. | en_US |
dc.subject | Educational game. | en_US |
dc.subject | Serious gaming. | en_US |
dc.title | Educational Gaming for Pharmacy Students - Design and Evaluation of a Diabetes-themed Escape Room | en_US |
dc.type | Article | en_US |
ndsu.college | Health Professions | |
ndsu.department | Pharmacy | |
ndsu.doi | 10.5688/ajpe8176265 |
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