Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom
Abstract
:1. Introduction
2. Materials and Methods
2.1. Design, Development, and Implementation of Escape Rooms
2.1.1. Knowing the Target Audience
- What do the students think and feel? (e.g., students’ aspirations)
- What do the students hear? (e.g., what do influential people say?)
- What do the students see in their environment?
- What do the students say and do? How do the students behave? (e.g., poorly or highly engaged with the subject)
- What efforts do the students make, and what barriers do they encounter? (e.g., low, medium, or high difficulty challenges)
- What results do the students seek? (e.g., knowledge, skills, or aptitudes that the students want or need to achieve)
2.1.2. Learning Outcomes
- To understand basic terminology in pharmacology.
- To understand how drug databases are managed.
- To understand the mechanism of action of drugs at the molecular level and the main characteristics of the structure and function of receptors.
- To understand the processes of absorption, distribution, metabolism, and excretion of drugs.
- To identify and assess different types of adverse reactions associated with pharmacological treatments.
- To be able to determine the site of absorption of a drug based on the Henderson–Hasselbalch equation.
- The concept of the plasma drug half-life.
- The concept of the drug volume of distribution in the body.
- The concept of relative and absolute drug bioavailability.
- The selection of the most suitable administration route for a specific indication.
- The selection of the most suitable pharmaceutical dosage form for a specific indication.
- The identification of the properties and characteristics of a drug that can limit its clinical efficacy and safety.
2.1.3. Escape Room Narrative and Challenge Design
2.1.4. Playing the Escape Rooms
2.1.5. Questionnaire
- Do you think gamification activities should be implemented in the classroom to improve student learning?
- Do you think you have learned while playing escape room?
- What did you like most about the escape room?
- What did you like the least about the escape room?
2.2. Training Other Educators to Develop Escape Rooms in Other Disciplines
- (1)
- Do you consider that the implementation of game-based learning approaches in the classroom has benefits for students?
- (2)
- Have you ever implemented game-based learning approaches in the classroom? If yes, what approaches have you implemented?
- (3)
- Do you consider that the development of escape rooms in the classroom may have benefits for students?
- (4)
- Do you consider that a similar training as the one received has helped you in implementing escape rooms?
2.3. Ethical Considerations
3. Results
3.1. Data Collected from Escape Rooms
3.2. Data Collected from Master Class
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Characteristics | Pharmacology | Biopharmacy and Pharmacokinetics | Pharmaceutical Technology |
---|---|---|---|
Number of Participants | 16 | 27 | 13 |
Number of Groups/game | 4 | 6 | 4 |
Number of challenges | 3 | 3 | 3 |
Duration | 45 min | 45 min | 45 min |
What Did You Like the Most? (n = Number of Answers in Each Category) | What Did You Like the Least? (n = Number of Answers in Each Category) |
---|---|
You can learn in a fun way (n = 13) | Short-lived activity (n = 11) |
You can apply the theoretical concepts learned in the classroom (n = 6) | The number of enigmas to solve was too little (n = 10) |
Dynamic activity (n = 9) | Nothing (n = 11) |
Teamwork (n = 8) | Few participants (n = 4) |
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Fraguas-Sánchez, A.I.; Serrano, D.R.; González-Burgos, E. Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom. Educ. Sci. 2022, 12, 833. https://doi.org/10.3390/educsci12110833
Fraguas-Sánchez AI, Serrano DR, González-Burgos E. Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom. Education Sciences. 2022; 12(11):833. https://doi.org/10.3390/educsci12110833
Chicago/Turabian StyleFraguas-Sánchez, Ana Isabel, Dolores R. Serrano, and Elena González-Burgos. 2022. "Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom" Education Sciences 12, no. 11: 833. https://doi.org/10.3390/educsci12110833
APA StyleFraguas-Sánchez, A. I., Serrano, D. R., & González-Burgos, E. (2022). Gamification Tools in Higher Education: Creation and Implementation of an Escape Room Methodology in the Pharmacy Classroom. Education Sciences, 12(11), 833. https://doi.org/10.3390/educsci12110833