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Escape rooms in pharmacy education: More than just a game
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References

  • 2020Escape education: A systematic review on escape rooms in education625 cited
  • 2007Educational Video Game Design: A Review of the Literature521 cited
  • 2017Educational Gaming for Pharmacy Students – Design and Evaluation of a Diabetes-themed Escape Room320 cited
  • 2021The Applications of Constructivist Learning Theory and Social Learning Theory on Adult Continuous Development241 cited
  • 2020Game On: Exploring the Effectiveness of Game-based Learning206 cited
  • 2023Effect of Digital Game-Based Learning on Student Engagement and Motivation180 cited
  • 2015Are Serious Games a Good Strategy for Pharmacy Education?151 cited
  • 2005Developing games and simulations for today and tomorrow’s tech savvy youth146 cited
  • 2020The Effect of Game-Based Learning on Student Achievement: A Meta-Analysis Study138 cited
  • 2016A Proof-of-Concept Study of Game-Based Learning in Higher Education136 cited
  • 2020Evaluating Activation and Absence of Negative Effect: Gamification and Escape Rooms for Learning121 cited
  • 2019Examining the impact of case-based learning on student engagement, learning motivation and learning performance among university students120 cited
  • 2020Exit for success. Gamifying science and technology for university students using escape-room. A preliminary approach93 cited
  • 2020Escape rooms as tools for climate change education: an exploration of initiatives

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89 cited
  • 2019Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education81 cited
  • 2022Game-Based Learning in Pharmacy Education66 cited
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