Educational escape rooms in pharmacy education: A narrative review
DOI:
https://doi.org/10.46542/pe.2022.221.540557Keywords:
Active learning, Educational game, Escape room, Pharmacy educationAbstract
Background: The pharmacy profession has evolved tremendously, assuming important roles in patient care and often working in multidisciplinary healthcare teams. Educational escape rooms are team-based games delivered in active learning environments that address educational objectives by developing necessary competencies and skills for future pharmacists.
Methods: This narrative review synthesises current practices and outcomes of educational escape rooms in pharmacy education with the primary aim of helping educators in developing and implementing escape room games. A database search of Web of Knowledge, Scopus, ScienceDirect and Google Scholar identified 1,057 studies.
Results: After article screening, twenty studies were included. The majority of the studies (85%) reported the development of escape room games for pharmacy practice and professional development.
Conclusion: Educational escape rooms were positively perceived by students, enhancing knowledge and serving as a platform to foster teamwork, communication, and problem-solving skills while applying clinical skills deemed essential in producing competent pharmacists in the 21st century.
References
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Nybo, S. E., Klepser, S. A., & Klepser, M. (2020). Design of a disaster preparedness escape room for first and second-year pharmacy students. Currents in Pharmacy Teaching and Learning, 12(6), 716–723. https://doi.org/10.1016/j.cptl.2020.01.037
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Plakogiannis, R., Stefanidis, A., Hernandez, N., & Nogid, A. (2020). A heart failure themed escape room approach to enhance pharmacy student learning. Currents in Pharmacy Teaching and Learning, 12(8), 940–944. https://doi.org/10.1016/j.cptl.2020.04.014
Richter, L. M., & Frenzel, J. E. (2021). Designing an Escape Room to Increase Pharmacy Preceptor Knowledge of the Pharmacists’ Patient Care Process. American Journal of Pharmaceutical Education, 85(1), 8073. https://doi.org/10.5688/ajpe8073
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Sawyer, T., Eppich, W., Brett-Fleegler, M., Grant, V., & Cheng, A. (2016). More Than One Way to Debrief: A Critical Review of Healthcare Simulation Debriefing Methods. Simulation in Healthcare, 11(3), 209-217. https://doi.org/10.1097/SIH.0000000000000148
Sera, L., & Wheeler, E. (2017). Game on: The gamification of the pharmacy classroom. Currents in Pharmacy Teaching and Learning, 9(1), 155-159. https://doi.org/10.1016/j.cptl.2016.08.046
Silva, R. de O. S., Pereira, A. M., Araújo, D. C. S. A. de, Rocha, K. S. S., Serafini, M. R., & de Lyra, D. P. (2021). Effect of Digital Serious Games Related to Patient Care in Pharmacy Education: A Systematic Review. Simulation and Gaming, 52(5), 554–584. https://doi.org/10.1177/1046878120988895
Smith, M. M., & Davis, R. G. (2021). Can You Escape? The Pharmacology Review Virtual Escape Room. Simulation and Gaming, 52(1), 79–87. https://doi.org/10.1177/1046878120966363
Soffel, J. (2016). Ten 21st-Century Skills Every Student Needs. World Economic Forum. https://www.weforum.org/agenda/2016/03/21st-century-skills-future-jobs-students/
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Tercanli, H., Martina, R., Ferreira Dias, M., R., J., Amorim, M., Madaleno, M., Magueta, D., V., & E., Veloso C., Figueiredo, C., Vitória, A., Wakkee, I., Gomes, I., Meireles, G., Daubariene, A., Daunoriene, A., Mortensen, A., Zinovyeva, A., Rivera-Trigueros, I., López Alcarria, A., Rodríguez-Díaz, P., Olvera-Lobo, M.D., Ruiz- Padillo, D.P. And Gutiérr, J. (2021). Educational escape room in practice: Research, experiences and recommendations. UA Editora. https://doi.org/10.34624/rpxk-hc61
Thomas, P. A., Kern, D. E., Hughes, M. T., & Chen, B. Y. (Eds.). (2016). Curriculum development for medical education: A six-step approach (Third edition). Johns Hopkins University Press. https://doi.org/10.7326/0003-4819-130-10-199905180-00028
Veldkamp, A., van de Grint, L., Knippels, M. C. P. J., & van Joolingen, W. R. (2020). Escape education: A systematic review on escape rooms in education. Educational Research Review, 31, 100364. https://doi.org/10.1016/j.edurev.2020.100364
Vergne, M. J., Simmons, J. D., & Bowen, R. S. (2019). Escape the Lab: An Interactive Escape-Room Game as a Laboratory Experiment. Journal of Chemical Education, 96(5), 985–991. https://doi.org/10.1021/acs.jchemed.8b01023
Wilby, K. J., & Kremer, L. J. (2020). Development of a cancer-themed escape room learning activity for undergraduate pharmacy students. International Journal of Pharmacy Practice, 28(5), 541–543. https://doi.org/10.1111/ijpp.12622
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326