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Implementation of a hepatitis-themed virtual escape room in pharmacy education: A pilot study
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Implementation of a hepatitis-themed virtual escape room in pharmacy education: A pilot study (2023)Implementation of a hepatitis-themed virt…Game-Based Learning in Pharmacy Education (2022)Game-Based Learning in Pharma…The great escape? The rise of the escape room in medical education (2020)The great escape? The rise of…Exploring the perspectives of dermatology undergraduates with an escape room game (2019)Exploring the perspectives of…Escape into patient safety: bringing human factors to life for medical students (2019)Escape into patient safety: b…An innovative escape room activity to assess student readiness for advanced pharmacy practice experiences (APPEs) (2019)An innovative escape room act…Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class (2018)Exploratory implementation of…Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room (2017)Educational Gaming for Pharma…Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)Gamification of Cognitive Ass…Game on: The gamification of the pharmacy classroom (2016)Game on: The gamification of …Gamification and learning: a review of issues and research (2015)Gamification and learning: a …Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)Constructionist Gaming: Under…Are Serious Games a Good Strategy for Pharmacy Education? (2015)Are Serious Games a Good Stra…An activity theory-based model for serious games analysis and conceptual design (2015)An activity theory-based mode…Digital natives and digital immigrants: getting to know each other (2011)Digital natives and digital i…Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males? (2010)Digital Games, Gender and Lea…The Virtual Student: A Profile and Guide to Working with Online Learners (2003)The Virtual Student: A Profil…Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. (2003)A systematic literature review of empirical evidence on computer games and serious games (2012)Influence of problem-based learning games on effective computer programming learning in higher education (2020)Gamification for educational purposes: What are the factors contributing to varied effectiveness? (2021)Serious Gaming for Behaviour Change: A Systematic Review (2022)The general causality orientations scale: Self-determination in personality (1985)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Gamification of health professions education: a systematic review (2020)Experiential Learning : Experience as the Source of Learning and Development (1983)Flow: the psychology of optimal experience (1990)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Technology‐mediated learning theory (2019)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Games as a Context for Children’s Cognitive Development: Research Recommendations and Policy Considerations (2019)Principles for Advancing Game-Based Learning in Teacher Education (2020)A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education (2022)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Moral Identity and Developmental Theory (2015)A systematic review of gamification in e-Health (2017)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)The Effects of Gamification in Online Learning Environments: A Systematic Literature Review (2019)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The Adult Learner: A Neglected Species (1979)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Perceptions of Students for Gamification Approach: Kahoot as a Case Study (2018)Gamification for the Improvement of Diet, Nutritional Habits, and Body Composition in Children and Adolescents: A Systematic Review and Meta-Analysis (2021)Situated Cognition and the Culture of Learning (1989)Our Princess Is in Another Castle (2012)A review on use of escape rooms in education – touching the void (2020)Escape education: A systematic review on escape rooms in education (2020)Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Rational Behavior in Groups: The Free-Riding Tendency (1985)An Active-Learning Strategies Primer for Achieving Ability-Based Educational Outcomes (2011)Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Escape boxes: Bringing escape room experience into the classroom (2020)How Generational Theory Can Improve Teaching: Strategies for Working with the "Millennials" ESSAYS (2008)Gamification in Action: Theoretical and Practical Considerations for Medical Educators (2018)Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms (2022)Room2Educ8: A Framework for Creating Educational Escape Rooms Based on Design Thinking Principles (2022)Educational escape rooms for healthcare students: A systematic review (2023)An instructional model for web‐based e‐learning education with a blended learning process approach (2005)Students’ Perceptions of Online Learning: A Comparative Study (2006)Students’ Persistence in a Distributed Doctoral Program in Educational Leadership in Higher Education: A Mixed Methods Study (2006)
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References

  • 2016Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy609 cited
  • 2003The Virtual Student: A Profile and Guide to Working with Online Learners512 cited
  • 2015An activity theory-based model for serious games analysis and conceptual design387 cited
  • 2015Constructionist Gaming: Understanding the Benefits of Making Games for Learning383 cited
  • 2017Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room320 cited
  • 2015Gamification and learning: a review of issues and research214 cited
  • 2018Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class172 cited
  • 2020The great escape? The rise of the escape room in medical education164 cited
  • 2016Game on: The gamification of the pharmacy classroom163 cited
  • 2015Are Serious Games a Good Strategy for Pharmacy Education?151 cited
  • 2011Digital natives and digital immigrants: getting to know each other124 cited
  • 2019An innovative escape room activity to assess student readiness for advanced pharmacy practice experiences (APPEs)112 cited
  • 2010Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?75 cited
  • 2019Exploring the perspectives of dermatology undergraduates with an escape room game

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74 cited
  • 2019Escape into patient safety: bringing human factors to life for medical students70 cited
  • 2022Game-Based Learning in Pharmacy Education66 cited
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