Effects of Digital Escape Room versus Traditional Review Sessions with Individual or Team Participation on Medical Student Motivation and Short-Term Knowledge
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| Title: | Effects of Digital Escape Room versus Traditional Review Sessions with Individual or Team Participation on Medical Student Motivation and Short-Term Knowledge |
|---|---|
| Language: | English |
| Authors: | Caitlin Sachsenmeier (ORCID |
| Source: | Anatomical Sciences Education. 2026 19(6):933-942. |
| Availability: | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
| Peer Reviewed: | Y |
| Page Count: | 10 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Game Based Learning, Gamification, Medical Education, Medical Students, Student Motivation, Knowledge Level, Program Effectiveness, Teamwork, Anatomy, Video Games, Computer Uses in Education, Self Efficacy, Student Attitudes |
| Geographic Terms: | Pennsylvania |
| Assessment and Survey Identifiers: | Motivated Strategies for Learning Questionnaire |
| DOI: | 10.1002/ase.70109 |
| ISSN: | 1935-9772 1935-9780 |
| Abstract: | Game-based learning research in the area of medical education has increased drastically in the last 10 years. It has become an area of interest because adding games to educational scenarios has been shown to increase engagement and motivation as well as improve academic outcomes for students. There are still gaps within this research, as prior investigations have not had control groups, assessed knowledge gain, or assessed motivation using a validated survey. The research described in this article has compared a digital escape room game to a timed PowerPoint review method with individual or team participation and the effect on short-term knowledge and motivation. The authors hypothesized that students who participate in the game review session or a session with team participation will have increased motivation and short-term knowledge compared to those in a traditional review session or participating alone. The results of this study suggest that an effective way to gamify a review session would be to offer a digital escape room game that allows for team participation, as this combination showed an increase in short-term knowledge, motivation, and demonstrated greater enjoyment by the participants. When used in this way, the benefits of gamified learning can be maximized by anatomical educators. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1507747 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1507747 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Effects of Digital Escape Room versus Traditional Review Sessions with Individual or Team Participation on Medical Student Motivation and Short-Term Knowledge – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Caitlin+Sachsenmeier%22">Caitlin Sachsenmeier</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-2140-3522">0000-0003-2140-3522</externalLink>)<br /><searchLink fieldCode="AR" term="%22Sarah+McCarthy%22">Sarah McCarthy</searchLink><br /><searchLink fieldCode="AR" term="%22Alaeddin+Abukabda%22">Alaeddin Abukabda</searchLink><br /><searchLink fieldCode="AR" term="%22Mark+Terrell%22">Mark Terrell</searchLink><br /><searchLink fieldCode="AR" term="%22Leah+Labranche%22">Leah Labranche</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-4716-7241">0000-0002-4716-7241</externalLink>)<br /><searchLink fieldCode="AR" term="%22Randy+Kulesza%22">Randy Kulesza</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Anatomical+Sciences+Education%22"><i>Anatomical Sciences Education</i></searchLink>. 2026 19(6):933-942. – Name: Avail Label: Availability Group: Avail Data: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 10 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Medical+Education%22">Medical Education</searchLink><br /><searchLink fieldCode="DE" term="%22Medical+Students%22">Medical Students</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Knowledge+Level%22">Knowledge Level</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Effectiveness%22">Program Effectiveness</searchLink><br /><searchLink fieldCode="DE" term="%22Teamwork%22">Teamwork</searchLink><br /><searchLink fieldCode="DE" term="%22Anatomy%22">Anatomy</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Uses+in+Education%22">Computer Uses in Education</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Efficacy%22">Self Efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Pennsylvania%22">Pennsylvania</searchLink> – Name: SubjectThesaurus Label: Assessment and Survey Identifiers Group: Su Data: <searchLink fieldCode="SU" term="%22Motivated+Strategies+for+Learning+Questionnaire%22">Motivated Strategies for Learning Questionnaire</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1002/ase.70109 – Name: ISSN Label: ISSN Group: ISSN Data: 1935-9772<br />1935-9780 – Name: Abstract Label: Abstract Group: Ab Data: Game-based learning research in the area of medical education has increased drastically in the last 10 years. It has become an area of interest because adding games to educational scenarios has been shown to increase engagement and motivation as well as improve academic outcomes for students. There are still gaps within this research, as prior investigations have not had control groups, assessed knowledge gain, or assessed motivation using a validated survey. The research described in this article has compared a digital escape room game to a timed PowerPoint review method with individual or team participation and the effect on short-term knowledge and motivation. The authors hypothesized that students who participate in the game review session or a session with team participation will have increased motivation and short-term knowledge compared to those in a traditional review session or participating alone. The results of this study suggest that an effective way to gamify a review session would be to offer a digital escape room game that allows for team participation, as this combination showed an increase in short-term knowledge, motivation, and demonstrated greater enjoyment by the participants. When used in this way, the benefits of gamified learning can be maximized by anatomical educators. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1507747 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1507747 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1002/ase.70109 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 10 StartPage: 933 Subjects: – SubjectFull: Game Based Learning Type: general – SubjectFull: Gamification Type: general – SubjectFull: Medical Education Type: general – SubjectFull: Medical Students Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Knowledge Level Type: general – SubjectFull: Program Effectiveness Type: general – SubjectFull: Teamwork Type: general – SubjectFull: Anatomy Type: general – SubjectFull: Video Games Type: general – SubjectFull: Computer Uses in Education Type: general – SubjectFull: Self Efficacy Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: Pennsylvania Type: general – SubjectFull: Motivated Strategies for Learning Questionnaire Type: general Titles: – TitleFull: Effects of Digital Escape Room versus Traditional Review Sessions with Individual or Team Participation on Medical Student Motivation and Short-Term Knowledge Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Caitlin Sachsenmeier – PersonEntity: Name: NameFull: Sarah McCarthy – PersonEntity: Name: NameFull: Alaeddin Abukabda – PersonEntity: Name: NameFull: Mark Terrell – PersonEntity: Name: NameFull: Leah Labranche – PersonEntity: Name: NameFull: Randy Kulesza IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 1935-9772 – Type: issn-electronic Value: 1935-9780 Numbering: – Type: volume Value: 19 – Type: issue Value: 6 Titles: – TitleFull: Anatomical Sciences Education Type: main |
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