Resumen:
Background:
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 visual...