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Traditional medical education under siege: the revolutionary integration of virtual reality and gamification in medical escape rooms
16 references·0 citing·43 second hop
Traditional medical education under siege: the revolutionary integration of virtual reality and gamification in medical escape rooms (2025)Traditional medical education under siege…Serious Games and Gamification in Healthcare: A Meta-Review (2023)Serious Games and Gamificatio…Escaping the cell: virtual reality escape rooms in biology education (2022)Escaping the cell: virtual re…Beyond the Early Adopters: Escape Rooms in Science Education (2021)Beyond the Early Adopters: Es…Physical and Digital Educational Escape Room for Teaching Chemical Bonding (2020)Physical and Digital Educatio…Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Investigating Serious Games T…Efficacy of Serious Games in Healthcare Professions Education (2020)Efficacy of Serious Games in …Can games change children’s eating behaviour? A review of gamification and serious games (2019)Can games change children’s e…Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents (2019)Benefits of an Escape Room as…Videogames for Emotion Regulation: A Systematic Review (2018)Videogames for Emotion Regula…Trapped as a Group, Escape as a Team: Applying Gamification to Incorporate Team-building Skills Through an ‘Escape Room’ Experience (2018)Trapped as a Group, Escape as…Creating Engaging Escape Rooms for the Classroom (2018)Creating Engaging Escape Room…The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression (2017)The Use of User-Centered Part…Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? 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(2019)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)Escape rooms as tools for climate change education: an exploration of initiatives (2020)Twelve tips to enhance student engagement in synchronous online teaching and learning (2021)
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References

  • 2011From game design elements to gamefulness11,928 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,696 cited
  • 2012Book Review: 'The Gamification of Learning and Instruction: Game-Based Methods and Strategies For Training And Education' by Karl Kapp1,257 cited
  • 2017Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis328 cited
  • 2018Videogames for Emotion Regulation: A Systematic Review292 cited
  • 2023Serious Games and Gamification in Healthcare: A Meta-Review281 cited
  • 2018Creating Engaging Escape Rooms for the Classroom234 cited
  • 2018Trapped as a Group, Escape as a Team: Applying Gamification to Incorporate Team-building Skills Through an ‘Escape Room’ Experience141 cited
  • 2019Can games change children’s eating behaviour? A review of gamification and serious games140 cited
  • 2019Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents127 cited
  • 2020Physical and Digital Educational Escape Room for Teaching Chemical Bonding94 cited
  • 2022Escaping the cell: virtual reality escape rooms in biology education94 cited
  • 2020Efficacy of Serious Games in Healthcare Professions Education86 cited
  • 2017The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression

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68 cited
  • 2020Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review54 cited
  • 2021Beyond the Early Adopters: Escape Rooms in Science Education54 cited
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