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Exploring the perspectives of dermatology undergraduates with an escape room game
2 references·12 citing·33 second hop
Exploring the perspectives of dermatology undergraduates with an escape room game (2019)Exploring the perspectives of dermatology…Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education (2018)Break out of the Classroom: T…A systematic review of the effectiveness of flipped classrooms in medical education (2017)A systematic review of the ef…Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education (2024)Escape From Passive Learning:…Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education (2022)Gamification, Online Learning…Twelve tips for creating an escape room activity for medical education (2021)Twelve tips for creating an e…The impact of using an “anatomy escape room” on nursing students: A comparative study (2021)The impact of using an “anato…Gamification and Game-Based Strategies for Dermatology Education: Narrative Review (2021)Gamification and Game-Based S…Escapp: A Web Platform for Conducting Educational Escape Rooms (2021)Escapp: A Web Platform for Co…Development of an innovative educational escape game to promote teamwork in dentistry (2021)Development of an innovative …Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming (2021)Comparing Face-to-Face and Re…A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development (2021)A Didactic Escape Game for Em…Feasibility of a paediatric radiology escape room for undergraduate education (2020)Feasibility of a paediatric r…Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering (2020)Evaluating an Educational Esc…Escape the Trauma Room (2019)Escape the Trauma RoomThe Flipped Classroom (2013)The use of flipped classrooms in higher education: A scoping review (2015)Flipped classroom in English language teaching: a systematic review (2019)Facilitating student engagement through the flipped learning approach in K-12: A systematic review (2020)The flipped classroom: A meta-analysis of effects on student performance across disciplines and education levels (2020)The Flipped Classroom: A Survey of the Research (2020)Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)A review on use of escape rooms in education – touching the void (2020)Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)The impact on nursing students' opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study (2018)A Virtual Escape Room versus Lecture on Infectious Disease Content: Effect on Resident Knowledge and Motivation (2022)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Does Active Learning Work? A Review of the Research (2004)Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education (2023)Student engagement and wellbeing over time at a higher education institution (2019)Escape education: A systematic review on escape rooms in education (2020)“The Masked Scientist”: Designing a Virtual Chemical Escape Room (2022)Examining the benefits and challenges of using audience response systems: A review of the literature (2009)Students’ perception of Kahoot!’s influence on teaching and learning (2018)Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives (2021)A power primer. (1992)Migration of an Escape Room–Style Educational Game to an Online Environment: Design Thinking Methodology (2022)Experiential Learning : Experience as the Source of Learning and Development (1983)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification. using game-design elements in non-gaming contexts (2011)Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Strategies to mitigate student resistance to active learning (2018)Facilitating undergraduate students’ problem-solving and critical thinking competence via online escape room learning (2023)Effectiveness of “Escape Room” Educational Technology in Nurses’ Education: A Systematic Review (2024)Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis (2025)
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References

  • 2017A systematic review of the effectiveness of flipped classrooms in medical education753 cited
  • 2018Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education245 cited

Cited by

  • 2021The impact of using an “anatomy escape room” on nursing students: A comparative study70 cited
  • 2021Twelve tips for creating an escape room activity for medical education61 cited
  • 2020Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering61 cited
  • 2021Gamification and Game-Based Strategies for Dermatology Education: Narrative Review53 cited
  • 2021Escapp: A Web Platform for Conducting Educational Escape Rooms47 cited
  • 2020Feasibility of a paediatric radiology escape room for undergraduate education43 cited
  • 2021Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming41 cited
  • 2021Development of an innovative educational escape game to promote teamwork in dentistry40 cited
  • 2019Escape the Trauma Room33 cited
  • 2021A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development33 cited
  • 2022Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education33 cited
  • 2024

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Escape From Passive Learning: Harnessing Gamified Digital Educational Escape Rooms for Immersive Marketing Education
10 cited