Preprint Review Version 1 Preserved in Portico This version is not peer-reviewed

Escape Rooms in Medical Education: Deductive Analysis of Designs, Applications and Implementations

Version 1 : Received: 28 July 2021 / Approved: 29 July 2021 / Online: 29 July 2021 (10:30:44 CEST)

How to cite: Neetoo, A.; Zary, N.; Zidoun, Y. Escape Rooms in Medical Education: Deductive Analysis of Designs, Applications and Implementations. Preprints 2021, 2021070644. https://doi.org/10.20944/preprints202107.0644.v1 Neetoo, A.; Zary, N.; Zidoun, Y. Escape Rooms in Medical Education: Deductive Analysis of Designs, Applications and Implementations. Preprints 2021, 2021070644. https://doi.org/10.20944/preprints202107.0644.v1

Abstract

Background: Serious games are conceptualized as a broad topic and overlap segments of more modern forms of education: e-learning, edutainment, game-based learning, and digital game-based learning. Serious Games aligns with digitalization and the modern era and creates novel opportunities for learning and assessment in medical education. Escape rooms, a type of serious games, merge mental and physical aspects to reinforce critical skills useful in daily life. It challenges logic and reasoning and demands careful analysis of situations to correlate and solve different stages of the escape room under pressurized, timed conditions. Furthermore, it serves as an adequate environment to build problem-solving skills, communication skills, and leadership skills through the collaboration of people to achieve a common goal. The aim of this study was to investigate the applications of escape rooms in Medical Education. Method: This study investigated the applications of escape rooms in medical education. Serious games are expanding in education and have attained great relevance due to their intriguing and intrinsically motivating attributes. Within serious games, we focused on escape rooms in which participants are locked in a room, faced with puzzles that must be solved to ‘escape the room’. Compiling the data from the first 100 hits of medical application of escape rooms, we found 72 cases and categorized them by year, specialty, participants structure, simulation experience, and design. Results: We reported on escape rooms in medical education by the year in which they were reported, the medical specialty, the participant structure, grouped or individual, the experience design; real, hybrid, or digital, and the modality of the delivery. 72% of the escape rooms focused on four main areas: nursing education (25.0%), emergency medicine (22.2%), pharmacy (12.5%), and interprofessional education (12.5%). Most of the escape rooms had a group-based physical design and little attention was given to provide a detailed description of the design considerations, such as the pathway type (linear, semi-linear, open). Conclusion: Escape rooms are applied in a wide range of medical education areas. In Medical Education, group-based on-site escape rooms with a focus on nursing, emergency medicine, pharmacy and interprofessional education dominates the implementation landscape. To further advance the field, stronger emphasis on making explicit the design considerations will advance the research and inform implementations.

Keywords

Medical Education; Serious games; Escape room; E-learning; Edutainment; Game-based learning

Subject

Social Sciences, Education

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