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The Impact of Escape Room Gamification Using a Teleconferencing Platform on Pharmacy Student Learning
Anthony Gerber1, Briann Fischetti2
1New York City Health + Hospitals/Coney Island, 2601 Ocean Parkway, Brooklyn, NY 11235 USA.
Objective:
The purpose of this study is to design and implement a virtual escape room game using the Zoom video conferencing platform to enhance third professional doctor of pharmacy students' knowledge of self-management of sexual health and pregnancy prevention and to assess student's perception of the activity.
Methods:
Students were divided into five pre-assigned breakout rooms of five to six students each using the Zoom video conferencing platform, following the conclusion of the self-care sexual health and pregnancy prevention lecture. Once in the breakout room, students worked as a group to complete seven activities to gain access to a code needed to "escape the room." At the completion of the activity, students were asked to fill out a perceptions survey.
Results:
Twenty-six students participated in the virtual escape room activity, with all students completing the activity within the allotted time. Overall, students expressed positive attitudes toward the escape room activity, reporting it helped them check their knowledge of the subject, remain motivated, and connect with their classmates.
Conclusions:
Overall, the virtual escape room had a positive impact on student learning and application of subject material.

