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Does a virtual escape room teach hepatitis better?

A hepatitis-themed virtual escape room raised pharmacy students' immediate knowledge scores across campuses.

Source

Implementation of a hepatitis-themed virtual escape room in pharmacy education: A pilot study

Krishnan S, Blebil AQ, Dujaili JA, et al. · Education and information technologies · 2023

doi.org/10.1007/s10639-023-11745-1Read the full paper ↗6 citationscc by

What they did

Pharmacy educators built Hepatitiscape, a timed virtual escape-room game on hepatitis concepts, and ran it with Year 3 students on Malaysian and Australian campuses. Students completed knowledge assessments before and after the activity, and a subset answered a perception survey about the game experience.

What they found

Hundreds of students joined the May 2022 activity; most completed pre and post assessments. Average knowledge scores rose by a statistically significant margin after the game, with similar patterns across subgroups. Student survey responses described the activity as engaging, and end-of-semester hepatitis item averages were comparable to the prior year's workshop cohort.

The limits

What it doesn't show

This pilot cannot prove long-term retention or clinical performance gains. Campus samples and response rates differ between pre and post surveys, and comparison with the prior year's exam item is observational rather than a randomised controlled trial.

Key terms

Gamification
Using game elements such as goals, puzzles, and teamwork in a non-game academic setting to boost engagement.
Virtual escape room
A timed digital puzzle activity in which teams solve challenges to 'escape' while reviewing course content.
Pre/post assessment
Knowledge tests given before and after an activity to estimate immediate learning change.
Serious game
A game designed primarily for learning or training rather than entertainment alone.
Collaborative learning
Learning structured so students work together to solve tasks and share understanding.

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Quiz yourself

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How many students participated in the May 2022 escape-room activity?

Common questions

How big was the activity cohort?

Four hundred eighteen students participated across Malaysian and Australian campuses.

Did knowledge scores improve?

Yes—average scores rose by 13.39% after the game.

How long did teams have to escape?

Sixty minutes.

Was feedback gathered?

Yes—105 students answered a perception survey about the experience.

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