2022
DOI: 10.1186/s12909-022-03585-3
|View full text |Cite
|
Sign up to set email alerts
|

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

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 7 publications
(2 citation statements)
references
References 18 publications
0
2
0
Order By: Relevance
“…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%
“…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%
“…In Huber et al (2021), it was found that using gamification in emergency distance learning could enhance the interaction of distance learning, and Cantwell et al (2022) used gamification to design learning activities and found that gamification was a highly acceptable application in emergency distance learning. These two studies are among the very few studies that have examined the use of gamification in emergency distance learning, however, neither study has examined learning achievement, and both suggested that future studies should examine learning achievement.…”
Section: Limitations Of Emergency Remote Mathematics Educationmentioning
confidence: 99%