TY - JOUR
T1 - A physical neuroscience-themed escape room: Design, implementation, and students’ perceptions
AU - Lim, Iris
N1 - Funding Information:
Open Access funding enabled and organized by CAUL and its Member Institutions. The study was funded by an Education Grant awarded to IL by the Australian Physiological Society.
Publisher Copyright:
© 2023, The Author(s).
PY - 2023/9/1
Y1 - 2023/9/1
N2 - Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a limited time. The skills harnessed and developed within the game by participants are parallel to these soft skills. The present study sought to design a neuroscience-themed physical escape room for the purpose of soft skills development and obtain feedback from undergraduate biomedical or health science students following the completion of the room. Likert-type scale statements in the feedback survey regarding the enjoyability, teamwork development and critical thinking within the game scored positively. Unsurprisingly, the recurring positive theme in the qualitative responses collected revolved around how participants found the activity fun and how it encouraged them to think critically. The present findings suggest that this escape room can in a brief period encourage students to employ communication and teamwork skills and naturally comes with an element of fun, making the experience memorable and engaging.
AB - Teaching soft skills like team dynamics and critical thinking in content-heavy higher education curriculum can be challenging. Employing educational escape rooms is a novel game-based learning strategy in various disciplines, including health sciences. Escape rooms provide the opportunity for a group to work together as they solve puzzles within a limited time. The skills harnessed and developed within the game by participants are parallel to these soft skills. The present study sought to design a neuroscience-themed physical escape room for the purpose of soft skills development and obtain feedback from undergraduate biomedical or health science students following the completion of the room. Likert-type scale statements in the feedback survey regarding the enjoyability, teamwork development and critical thinking within the game scored positively. Unsurprisingly, the recurring positive theme in the qualitative responses collected revolved around how participants found the activity fun and how it encouraged them to think critically. The present findings suggest that this escape room can in a brief period encourage students to employ communication and teamwork skills and naturally comes with an element of fun, making the experience memorable and engaging.
UR - http://www.scopus.com/inward/record.url?scp=85169333908&partnerID=8YFLogxK
U2 - 10.1007/s10639-023-12173-x
DO - 10.1007/s10639-023-12173-x
M3 - Article
SN - 1573-7608
SP - 1
EP - 16
JO - Education and Information Technologies
JF - Education and Information Technologies
ER -