2022
DOI: 10.1186/s12909-022-03585-3
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Escape box and puzzle design as educational methods for engagement and satisfaction of medical student learners in emergency medicine: survey study

Abstract: Background Gamification in medical education has gained popularity over the past several years. We describe a virtual escape box in emergency medicine clerkship didactics to teach chest pain and abdominal pain and compare this instructional method to a traditional flipped classroom format. Methods A virtual escape box was designed at our institution and incorporated into the mandatory two-week emergency medicine clerkship. The game consisted of a P… Show more

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Cited by 13 publications
(4 citation statements)
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“…The research shows that this method can achieve higher scores compared to traditional Flipped Classrooms, which may provide insights for researching education in other disciplines. [22] Technology: With the rapid development of Internet mobile technology, the forms of pre-class activities in the Flipped Classroom have become more diverse. In the past, pre-class asynchronous activities consisted of pre-recorded lectures made by podcasts/vodcasts, screencasts, annotated notes, or captured videos.…”
Section: Discussionmentioning
confidence: 99%
“…The research shows that this method can achieve higher scores compared to traditional Flipped Classrooms, which may provide insights for researching education in other disciplines. [22] Technology: With the rapid development of Internet mobile technology, the forms of pre-class activities in the Flipped Classroom have become more diverse. In the past, pre-class asynchronous activities consisted of pre-recorded lectures made by podcasts/vodcasts, screencasts, annotated notes, or captured videos.…”
Section: Discussionmentioning
confidence: 99%
“…[44] Zoom 40 [45] CrossQuestion 41 [46] CrossQuestion multiplayer game 42 [47] Moodle, Quiz 43 [48] Educaplay 44 [49] Moodle 45 [50] Ed Puzzle, LMS Moodle platform 46 [51] iSpring Learn, LMS 47 [52] Moodles 48 [53] Saudi national online learning 49 [54] Self-develop gamification learning 50 [55] Kahoot! And LearningApps 51 [56] Kahoot!…”
Section: Gaming Tools or Online Platformmentioning
confidence: 99%
“…Stud2yBuddy is a card-based board game with four categories that incorporates peer feedback and self-assessment and has the potential to offer the opportunity for improving students' content understanding (52). Moreover, gamification of learning can also shape students' satisfaction and increase their study motivation in teaching activities (53)(54)(55).…”
Section: Gamification In Medical Educationmentioning
confidence: 99%