Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom

Educational escape rooms have emerged as an excellent active learning tool to improve student learning, motivation, and engagement. In this work, a methodology to design and develop escape rooms in the classroom has been established and implemented within the general pharmacology, biopharmacy and ph...

Full description

Bibliographic Details
Main Authors: Ana Isabel Fraguas-Sánchez, Dolores R. Serrano, Elena González-Burgos
Format: Article
Language:English
Published: MDPI AG 2022-11-01
Series:Education Sciences
Subjects:
Online Access:https://www.mdpi.com/2227-7102/12/11/833
_version_ 1827644676444782592
author Ana Isabel Fraguas-Sánchez
Dolores R. Serrano
Elena González-Burgos
author_facet Ana Isabel Fraguas-Sánchez
Dolores R. Serrano
Elena González-Burgos
author_sort Ana Isabel Fraguas-Sánchez
collection DOAJ
description Educational escape rooms have emerged as an excellent active learning tool to improve student learning, motivation, and engagement. In this work, a methodology to design and develop escape rooms in the classroom has been established and implemented within the general pharmacology, biopharmacy and pharmacokinetics, and pharmaceutical technology disciplines for pharmacy students. Each escape room consisted of three sequential challenges that the students had to solve, and we divided the students into groups of 3–6 participants to complete a mission containing educational questions related to the curriculum of each module. The escape rooms were successfully implemented in all these disciplines, and the activity was positively evaluated by the students (>95% satisfaction). They allowed the students to apply the theoretical learning outcomes of each subject. Moreover, escape rooms promoted teamwork and improved the problem-solving skills of the students. For an escape room to be successful and meet the established learning outcomes, challenges must be adapted to the target students, the time should be precisely set, the tasks of the game master should be well-defined, and final feedback should be included in the session.
first_indexed 2024-03-09T18:23:50Z
format Article
id doaj.art-cec9d0732405456ba85ffb8e6e70ebc0
institution Directory Open Access Journal
issn 2227-7102
language English
last_indexed 2024-03-09T18:23:50Z
publishDate 2022-11-01
publisher MDPI AG
record_format Article
series Education Sciences
spelling doaj.art-cec9d0732405456ba85ffb8e6e70ebc02023-11-24T08:07:48ZengMDPI AGEducation Sciences2227-71022022-11-01121183310.3390/educsci12110833Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy ClassroomAna Isabel Fraguas-Sánchez0Dolores R. Serrano1Elena González-Burgos2Department of Pharmaceutics and Food Technology, Faculty of Pharmacy, Complutense University of Madrid, Plaza Ramón y Cajal s/n, 28040 Madrid, SpainDepartment of Pharmaceutics and Food Technology, Faculty of Pharmacy, Complutense University of Madrid, Plaza Ramón y Cajal s/n, 28040 Madrid, SpainDepartment of Pharmacology, Pharmacognosy and Botany, Faculty of Pharmacy, Complutense University of Madrid, Plaza Ramón y Cajal s/n, 28040 Madrid, SpainEducational escape rooms have emerged as an excellent active learning tool to improve student learning, motivation, and engagement. In this work, a methodology to design and develop escape rooms in the classroom has been established and implemented within the general pharmacology, biopharmacy and pharmacokinetics, and pharmaceutical technology disciplines for pharmacy students. Each escape room consisted of three sequential challenges that the students had to solve, and we divided the students into groups of 3–6 participants to complete a mission containing educational questions related to the curriculum of each module. The escape rooms were successfully implemented in all these disciplines, and the activity was positively evaluated by the students (>95% satisfaction). They allowed the students to apply the theoretical learning outcomes of each subject. Moreover, escape rooms promoted teamwork and improved the problem-solving skills of the students. For an escape room to be successful and meet the established learning outcomes, challenges must be adapted to the target students, the time should be precisely set, the tasks of the game master should be well-defined, and final feedback should be included in the session.https://www.mdpi.com/2227-7102/12/11/833active learningescape roomsgame-based learninggamification toolshealth sciencesintegral formation in higher education
spellingShingle Ana Isabel Fraguas-Sánchez
Dolores R. Serrano
Elena González-Burgos
Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom
Education Sciences
active learning
escape rooms
game-based learning
gamification tools
health sciences
integral formation in higher education
title Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom
title_full Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom
title_fullStr Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom
title_full_unstemmed Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom
title_short Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom
title_sort gamification tools in higher education creation and implementation of an escape room methodology in the pharmacy classroom
topic active learning
escape rooms
game-based learning
gamification tools
health sciences
integral formation in higher education
url https://www.mdpi.com/2227-7102/12/11/833
work_keys_str_mv AT anaisabelfraguassanchez gamificationtoolsinhighereducationcreationandimplementationofanescaperoommethodologyinthepharmacyclassroom
AT doloresrserrano gamificationtoolsinhighereducationcreationandimplementationofanescaperoommethodologyinthepharmacyclassroom
AT elenagonzalezburgos gamificationtoolsinhighereducationcreationandimplementationofanescaperoommethodologyinthepharmacyclassroom