Completed TDG Projects
Experiential Learning
Development, Implementation and Evaluation of the Gamification of Learning for Medical Students Using a Pilot Educational Escape-Room Experience
Abstract
Project description
The aim of our project was to explore game-based learning in a novel, immersive learning environment, based on an Escape Room, a popular game in which participants solve a series of puzzles to escape a locked room. An educational Escape Room was created using the MBBS year 2 cardiovascular syllabus on anatomy, physiology and pharmacology. Curricular elements such as ‘auscultation of heart valves’ were used to develop puzzles. Students would locate a thorax model in a hidden chamber, with corresponding questions elsewhere. Communicating via walkie-talkie, they would experience relaying complex anatomical data, mirroring the challenge of reporting clinical findings over the telephone. Nine different challenges were developed to be completed in a 45 minute time limit.
Data was collected via a mixed-methods approach using a survey, focus-group interviews and qualitative video data collected through wearable micro-cameras for analysis of student actions. A total of 151 students participated in the project.
Outcomes
Survey data revealed a high level of student engagement and improvement in problem solving and data interpretation. Qualitative analysis of video data demonstrated three main themes of learning behaviours: Cognitive engagement, metacognitive activity and positive collaboration. Overall, the academic escape chamber was a popular, interactive and pedagogically progressive teaching method.
Principal InvestigatorProfessor T.P. Lam, Department of Family Medicine and Primary Care, Li Ka Shing Faculty of Medicine Contact |
Project levelProgramme-level project |
Project CompletionSeptember 2015 |
Deliverables
- The provision of an innovative and exciting game-based learning experience to medical students which is simultaneously based on sound and sustainable pedagogical principles
- Presentations and publications to share the experience of the project and its findings with the Faculty, University and the wider academic community
- To explore serious games as a channel for creativity amongst educators within the faculty
- Knowledge exchange and public engagement with the community through the media