Digital escape room as an instrument for the acquisition of specific knowledge in basic biomedical sciences

dc.contributor.authorFlacco, Nicla
dc.contributor.authorCarceller Zazo, María Carmen
dc.contributor.authorAtienzar Aroca, Sandra
dc.contributor.authorSerna García, Marta
dc.contributor.authorLópez Fernández Villaverde, Estíbaliz
dc.contributor.authorPrieto Moure, Beatriz
dc.contributor.authorSerrano Pérez, Juan José
dc.date.accessioned2023-03-03T15:45:14Z
dc.date.available2023-03-03T15:45:14Z
dc.date.issued2022
dc.description.abstractBackground: The COVID-19 pandemic turned the world towards digitized learning. In the present day, the increased demand for online education produces an even greater request for quality courses and well-established processes for teaching relevant contents. Simultaneously, modern pedagogical trends promote the application of gamification as a tool for improving motivation, developing new skills and strengthening knowledge retention. In this context, Digital Escape Rooms have become an educational tool of great interest, in terms of new approaches to game-based learning. Objective: The general objective is to evaluate the effectiveness of a Digital Escape Room to facilitate the acquisition and the maintenance of students' knowledge applied in Biomedical Sciences. Methods: An educational game, the Genetics Escape Room, will be created with Genially. It will be based on 4 contents: genome, mutations, polymorphism and genetically transmitted diseases. The participants will consist of ca. 240 first year students enrolled in “Cellular Biology and Human genetics” in Dentistry Degree. They will be divided into an experimental group that will play Escape Room, and a control group that will visualize a virtual master class about the same 4 contents of the Escape Room. To evaluate students´ knowledge, all participants will complete a 20-question test (5 questions for each content) performed at three different time points. Firstly, two weeks before the experiment as pre-test, to assess students’ previous knowledge, secondly at the end of the gamification or the virtual class (post-test 1), and finally in two weeks’ time to evaluate knowledge retention when compared the two methods (post-test 2). To evaluate students’ opinion about the experience, a perception survey will be completed. Hypothesis: The following hypotheses are going to be considered: - We expect that the use of the escape room may well be equally as effective as a master class in increasing student knowledge and understanding. - A higher degree of retention of knowledge for lifelong learning is expected among students who play escape room. - We expect a higher motivation and an increase in the appreciation of Human Genetics subject among students who take part in the escape room.spa
dc.description.filiationUEVspa
dc.description.impactNo data 2021spa
dc.description.sponsorship2021/UEM22spa
dc.identifier.citationFlacco, N., Carceller, M. C., Atienzar-Aroca, S., Serna-García, M., López-Fernández, E., Prieto-Moure, B., & Serrano-Pérez, J. J. (2022). Digital escape room as an instrument for the acquisition of specific knowledge in basic biomedical sciences. In INTED2022 Proceedings 16th International Technology, Education and Development Conference (pp. 4760-4767). IATED. https://doi.org/10.21125/inted.2022.1249spa
dc.identifier.doi10.21125/inted.2022.1249
dc.identifier.isbn978-84-09-37758-9
dc.identifier.issn2340-1079
dc.identifier.urihttp://hdl.handle.net/11268/11878
dc.language.isoengspa
dc.peerreviewedSispa
dc.publisherIATED Digital Libraryspa
dc.relation.publisherversionhttps://doi.org/10.21125/inted.2022.1249spa
dc.rights.accessRightsopen accessspa
dc.subject.unescoEnseñanza superiorspa
dc.subject.unescoInnovación educacionalspa
dc.subject.unescoMétodo de aprendizajespa
dc.titleDigital escape room as an instrument for the acquisition of specific knowledge in basic biomedical sciencesspa
dc.typeconference outputspa
dspace.entity.typePublication
relation.isAuthorOfPublication6f493ad1-d07d-4af4-bec5-e8a5eafb9228
relation.isAuthorOfPublication.latestForDiscovery6f493ad1-d07d-4af4-bec5-e8a5eafb9228

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