2022
DOI: 10.1016/j.nedt.2021.105205
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The impact of using an “anatomy escape room” on nursing students: A comparative study

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Cited by 20 publications
(18 citation statements)
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“…In the assessment using the GAMEX scale, this methodology highlighted both critical thinking and the fun dimension, in line with that found by several other authors [ 19 , 34 , 35 , 36 ]. Parker reported that escape rooms are a great opportunity to generate critical thinking in students [ 36 ], and Molina-Torres et al [ 18 ] found that the “enjoy playing” of the “fun” dimensions received the highest score in the study carried out in Spain with 248 first-year nursing degree students [ 19 ].…”
Section: Discussionsupporting
confidence: 85%
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“…In the assessment using the GAMEX scale, this methodology highlighted both critical thinking and the fun dimension, in line with that found by several other authors [ 19 , 34 , 35 , 36 ]. Parker reported that escape rooms are a great opportunity to generate critical thinking in students [ 36 ], and Molina-Torres et al [ 18 ] found that the “enjoy playing” of the “fun” dimensions received the highest score in the study carried out in Spain with 248 first-year nursing degree students [ 19 ].…”
Section: Discussionsupporting
confidence: 85%
“…A memory bias can be ruled out due to the brief time elapsed between the escape room experience and information collection (less than 24 h). The questionnaire used had been previously piloted, and the GAMEX scale is validated [ 28 ] and has already been used in a population similar to ours [ 19 , 21 ].…”
Section: Discussionmentioning
confidence: 99%
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“…Understanding anatomy is one of the essential primary steps in diagnosing, treating, and caring for patients in clinical settings. It is also a critical component of medical research and development (Molina‐Torres et al., 2022). However, learning anatomy can be challenging and complicated due to the complexity of the concepts and terminologies involved; it plays a crucial role in preparing future healthcare providers (Banovac et al., 2023).…”
Section: Introductionmentioning
confidence: 99%
“…The original Escape Rooms were conceived as a game, in which a team of players cooperatively discover clues, solve puzzles and complete tasks in one or more rooms to progress and achieve a specific goal [ 9 ]; with the same approach, it is used as a learning tool [ 11 ]. The activity is largely centered on a story or case that explains the general purpose of the activity, in which participants must collaborate to solve specific topic-related puzzles and riddles in a limited period of time in order to meet predetermined objectives [ 12 ]. Usually, there are several challenges that must be solved for the team to progress through the game until it is completed and thus escape from a room or situation [ 13 ].…”
Section: Introductionmentioning
confidence: 99%