Padre Ossó Faculty, University of Oviedo, Prado Picón, S/N, 33008, Oviedo, Asturias, Spain.
Faculty of Medicine and Health Sciences, University of Oviedo, Julián Clavería, 6, 33006, Oviedo, Asturias, Spain.
BMC Med Educ. 2021 Oct 27;21(1):544. doi: 10.1186/s12909-021-02973-5.
This study presents an experiment regarding the introduction of gamification strategies in occupational therapy courses. Based on previous studies, the objective is to adapt the idea of recreational escape rooms to educational environments of health sciences like occupational therapy to increase student motivation and promote game-based learning and key skills, such as teamwork.
Computer software was created for a collaborative escape room which allows on-line simultaneous play of up to 24-30 students. It was tested three times in an occupational therapy degree program with 75 students and it was based on two different subjects, although it can be adapted to others. The escape room was evaluated using feedback surveys and comparing students' performances before and after the game. Descriptive exploratory statistical analysis was performed using SPSS version 24.
An appropriate use of educational escape rooms can have significant positive impacts on students' engagement and learning. Students were found to prefer using gamification tools in their learning. Their degrees of satisfaction exceeded their expectations.
Educational escape rooms may have a positive impact on students' motivation and a statistically significant improvement of test scores after playing was found. Comments from the feedback surveys were used to improve successive versions of the software and design of the game.
T.F.G. n° 2020.038 (Research Ethics Committee of the Principality of Asturias).
本研究提出了一项关于在职业治疗课程中引入游戏化策略的实验。基于先前的研究,旨在将娱乐性密室逃脱的理念应用于职业治疗等健康科学的教育环境中,以提高学生的积极性,并促进基于游戏的学习和关键技能,如团队合作。
开发了一款用于协作式密室逃脱的计算机软件,最多可允许 24-30 名学生在线同时进行游戏。它在一个职业治疗学位课程中进行了三次测试,涉及两个不同的主题,尽管它可以适用于其他主题。使用反馈调查和比较游戏前后学生的表现来评估密室逃脱。使用 SPSS 版本 24 进行描述性探索性统计分析。
适当使用教育性密室逃脱可以对学生的参与度和学习产生显著的积极影响。学生们发现他们喜欢在学习中使用游戏化工具。他们的满意度超出了预期。
教育性密室逃脱可能对学生的动机产生积极影响,并且在玩游戏后发现测试成绩有统计学意义的提高。反馈调查中的意见被用于改进软件和游戏设计的后续版本。
T.F.G. n° 2020.038(阿斯图里亚斯公国研究伦理委员会)。