A109 A simulation escape room: Does gameful training promote active learning and student engagement

Lucy Morgan
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Abstract

Gamification of learning is becoming increasingly popular within higher education [1]. Student activities described as ‘gameful training’, including Escape Rooms, have reported additional learner benefits including improved teamwork, creative thinking and communication skills compared to traditional session designs [2]. There is a small number of existing case studies demonstrating their utilization within healthcare professional education and the reported additional benefits included pertinent skills such as task delegation and leadership, as well as being an engaging teaching strategy that promotes active learning [3]. A trial simulation escape room was created and implemented for level 5 adult and mental health branch nursing students within a Higher Education Institution. 12 different teams of students entered the escape room and worked together to ‘treat Arthur’, a patient presenting with acute anxiety and chest pain. Students were required to assess, escalate and manage Arthur effectively and would ‘escape the ward’, once he had received all of the required treatment. The learning outcomes for the scenario and subsequent puzzles and tasks were created based on recent curriculum teaching allowing students to apply prior learning within the escape room environment. Puzzles included coded locked boxes and students were required to apply relevant knowledge, such as answering pharmacology questions, to generate codes and progress throughout the scenario. Simulation equipment was utilized and students unlocked clinical treatments and medical devices which in turn had to be delivered to Arthur. The facilitator maintained an active role within the scenario and allowed students to practise communication skills such as escalating their concerns about Arthur via the telephone. It must be noted that the design time was significant for one scenario and required several pilots to ensure that all components were cohesive. Full support and creative input was required from the simulation technicians to ensure the activity’s success. Students fed back that they enjoyed the activity and were observed to work effectively together and prioritize and delegate throughout the task with minimal supervision. Students also stated the scenario context was helpful to apply their prior learning and were pleased that they had been able to manage this patient presentation together. Feedback from facilitators was also positive and both staff and students found it to be an engaging experience. Simulation escape rooms offer an innovative and engaging way for students to apply learning and vital practice technical and non-technical skills. For educators, clear learning outcomes and allowing sufficient design time is a necessity. Authors confirm that all relevant ethical standards for research conduct and dissemination have been met. The submitting author confirms that relevant ethical approval was granted, if applicable.
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模拟密室:游戏训练是否能促进学生的主动学习和参与
学习游戏化在高等教育中越来越流行[1]。与传统的课程设计相比,被描述为“游戏训练”的学生活动,包括密室逃生,已经报告了额外的学习者好处,包括提高团队合作、创造性思维和沟通技巧[2]。现有的少数案例研究表明,它们在医疗保健专业教育中的应用,报告的额外好处包括相关技能,如任务授权和领导能力,以及作为一种促进主动学习的引人入胜的教学策略[3]。为某高等教育机构5级成人和心理健康科护理专业的学生创建并实施了一个试验模拟逃生室。12个不同的学生小组进入逃生室,共同“治疗亚瑟”,这是一个表现出急性焦虑和胸痛的病人。学生们被要求有效地评估、升级和管理亚瑟,一旦他接受了所有必要的治疗,就会“逃离病房”。场景的学习成果以及随后的谜题和任务是基于最近的课程教学创建的,允许学生在逃生室环境中应用先前的学习。谜题包括加密的锁盒,学生需要应用相关知识,如回答药理学问题,以生成代码并在整个场景中取得进展。利用模拟设备,学生们解锁了临床治疗和医疗设备,这些设备又必须交付给亚瑟。引导者在这个场景中保持积极的角色,并允许学生练习沟通技巧,例如通过电话升级他们对亚瑟的担忧。必须注意的是,设计时间对于一个场景来说是重要的,并且需要几个试点来确保所有组件都是内聚的。模拟技术人员的全力支持和创造性投入是确保活动成功的必要条件。学生们反馈说,他们喜欢这项活动,并且观察到他们在一起有效地工作,在最小的监督下优先考虑和分配任务。学生们还表示,场景背景有助于应用他们之前的知识,并且很高兴他们能够一起处理这个病人的演示。主持人的反馈也很积极,教师和学生都认为这是一次引人入胜的经历。模拟密室为学生提供了一种创新和吸引人的方式来应用学习和重要的实践技术和非技术技能。对于教育工作者来说,清晰的学习成果和充足的设计时间是必要的。作者确认已符合研究行为和传播的所有相关伦理标准。提交作者确认已获得相关的伦理批准(如适用)。
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