| Literature DB >> 35314617 |
Abstract
Due to COVID-19 and the limitation of face-face teaching, electronic adaptation for formative and continuous assessment methods were greatly used and documented between 2020 and 2021. This study aims to implement a virtual escape room that will help assist and refine problem-solving skills in fifth-year pharmacy students by reviewing Beer's criteria and selecting the most appropriate management. A descriptive cross-sectional study was conducted following the implementation of the virtual escape room using google form. Students had to unlock five puzzles using Beer's criteria. To evaluate pharmacy students' perception of this method, they completed a survey to identify their views of the game. Of the 128 students enrolled in the geriatric course, all were able to escape (100%). A one-sample t-test indicated statistical significance between gender. Female students escaped statistically faster than male students (p < 0.00002) and were more likely to recommend the game to other students and thought the game encouraged them to think of the material in a new way, whereas male students were more neutral towards it. In conclusion, the geriatric virtual escape room was successfully implemented as a pilot innovative method to assist in virtual learning. However, future studies should investigate virtual gamification in pharmacy education and its impact on learning, as well as identify if there were any gender-specific differences in using these tools.Entities:
Keywords: educational game; escape room; gamification; geriatrics; pharmacy education; virtual teaching
Year: 2022 PMID: 35314617 PMCID: PMC8938767 DOI: 10.3390/pharmacy10020036
Source DB: PubMed Journal: Pharmacy (Basel) ISSN: 2226-4787
Figure 1G-VER escape room plot.
Geriatric virtual escape room puzzles.
| Educational Objective | Question(s) Asked | Gaming Task | |
|---|---|---|---|
| First puzzle | Familiarize students with the escape room | What is Jerry’s name in Cypher code | Cypher code |
| Second puzzle | Review and Identify potentially inappropriate medications (PIMs) using Beer’s criteria | Identify (PIMs) from Jerry’s medication list. | Data hunt |
| Third puzzle | Identify reasons to avoid certain medications in older adults and provide a safer alternative for each | What is the exception of BZD use in older adults What is digoxin’s maximum dose in the elderly? Why is glipizide considered the safest SU in the elderly? What risk is associated with PPI use in the elderly? | Multiple-choice questions |
| Fourth puzzle | Conduct a simple literature review using the internet to identify changes made by the 2019 Beer’s criteria | Aspirin was recently added to the 2019 Beer’s criteria for primary prevention due to bleeding risk. What was the name of the trial addressing this risk? | Literature review |
| Fifth puzzle | Identify active ingredients in OTC brand names that may contribute to potential risks in the elderly | What active ingredient in Tylenol PM makes it inappropriate to use in the elderly and may cause delirium and increased fall risk? | Data hunt |
Geriatric virtual escape room perception scale (N = 122; 68 females (F) and 42 males (M)); “1 = strongly disagree” to “5 = strongly agree”.
| Question | Mean | Strongly Agree (%) | Agree (%) | Neutral (%) | Disagree (%) | Strongly Disagree (%) | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | F | M | F | M | F | M | F | M | F | M | F | ||
|
I would recommend this activity to other students | 3.1 (1.5) | 4 (1.3) | 28.6 | 51.5 | 9.5 | 16.2 | 26.2 | 19.1 | 14.3 | 4.4 | 21.4 | 8.8 | 0.002 |
|
The escape room encouraged me to think about the material in a new way | 3 (1.3) | 4 (1.3) | 19 | 51.5 | 14.3 | 13.2 | 33.3 | 22.1 | 16.7 | 7.4 | 16.7 | 5.9 | <0.001 |
|
The escape room was an effective way to REVIEW Beer’s criteria | 3.2 (1.3) | 3.9 (1.3) | 21.4 | 47.1 | 19 | 19.1 | 31 | 17.6 | 14.3 | 8.8 | 14.3 | 7.4 | 0.007 |
|
The escape room was an effective way to LEARN new information related to geriatrics | 3.3 (1.3) | 3.8 (1.3) | 26.2 | 41.2 | 14.3 | 20.6 | 33.3 | 22.1 | 19 | 8.8 | 7.1 | 7.4 | 0.053 |
|
The escape room was an effective way to ASSIST my learning of Beer’s criteria | 3.1 (1.3) | 3.9 (1.2) | 19 | 44.1 | 16.7 | 20.6 | 33.3 | 20.6 | 19 | 10.3 | 11.9 | 4.4 | 0.002 |
|
I learn better in a game format than in a didactic lecture | 3.4 (1.4) | 3.4 (1.4) | 33.3 | 32.4 | 9.5 | 14.7 | 35.7 | 27.9 | 7.1 | 13.2 | 14.3 | 11.8 | 1 |
|
I feel I was able to engage with my teammates virtually | 3.2 (1.3) | 4.1 (1.3) | 23.8 | 55.9 | 16.7 | 19.1 | 33.3 | 11.8 | 11.9 | 4.4 | 14.3 | 8.8 | <0.001 |
|
It was difficult for me to focus on learning because I was feeling stressed or overwhelmed | 3.4 (1.3) | 3 (1.4) | 26.2 | 17.6 | 21.4 | 17.6 | 26.2 | 30.9 | 16.7 | 10.3 | 9.5 | 23.5 | 0.131 |
|
The non-educational portions (ex: cipher code) distracted me from learning about Beer’s criteria | 2.9 (1.3) | 2.7 (1.4) | 14.3 | 14.7 | 16.7 | 14.7 | 35.7 | 22.1 | 11.9 | 19.1 | 21.4 | 29.4 | 0.449 |
|
In general, I enjoy playing games (video games, board games, social media games, etc.) | 3.5 (1.6) | 4 (1.3) | 40.5 | 52.9 | 14.3 | 19.1 | 16.7 | 13.2 | 9.5 | 5.9 | 19 | 8.8 | 0.092 |
Figure 2Student feedback presented as a word cloud.
Figure 3Student feedback and comments on the G-VER. Male feedback is shaded in blue, whereas female feedback is shaded in pink.