2021
DOI: 10.2196/27291
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A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development

Abstract: Background In the health care environment, teamwork is paramount, especially when referring to patient safety. We are interested in recent and innovative solutions such as escape games, which is a type of adventure game that may be highly useful as an educational tool, potentially combining good communication skills with successful gamification. They involve teams of 5 to 10 individuals who are “locked” in the same room and must collaborate to solve puzzles while under pressure from a timer. … Show more

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Cited by 19 publications
(16 citation statements)
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References 37 publications
(56 reference statements)
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“…ER literature generally describes single scenarios 4,11–13 . A novel aspect of our case study was the presentation of two different scenarios (Figures 1 and 2), developed to cover different presentations and learning objectives.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…ER literature generally describes single scenarios 4,11–13 . A novel aspect of our case study was the presentation of two different scenarios (Figures 1 and 2), developed to cover different presentations and learning objectives.…”
Section: Discussionmentioning
confidence: 99%
“…ER literature generally describes single scenarios. 4,[11][12][13] A novel aspect of our case study was the presentation of two different scenarios (Figures 1 and 2), developed to cover different presentations and learning objectives. A further novel aspect is the presentation of a structured ER debriefing guide (Figure 5) which may help other educators transfer their experience of briefing and debriefing in simulation to the ER context.…”
Section: Resource Costsmentioning
confidence: 99%
See 1 more Smart Citation
“…Whilst gamification-based T&L activities can be a valuable learning experience, they may not necessarily be effective in increasing student knowledge and skills ( Cerenzio and Ocheretyaner, 2021 ). Yet, they may be effective in helping students learn how to work collaboratively and to communicate as a group ( Abensur Vuillaume et al, 2021 ), how to think critically, apply theory to practice and solve problems ( Clauson et al, 2019 ).…”
Section: Discussionmentioning
confidence: 99%
“…Although serious gaming had been incorporated into healthcare professions education before COVID-19 ( Cole and Ruble, 2021 ), use of serious educational games became more widespread during the pandemic, as healthcare faculty were challenged to develop a new online approach to replace the former face-to-face activities ( Suppan et al, 2021 ). Serious games are defined as games where entertainment is secondary to education ( Donovan et al, 2021 ; Lateef et al, 2021 ), and where game principles are used for learning, training and skill development ( Abensur Vuillaume et al, 2021 ).…”
Section: Introductionmentioning
confidence: 99%