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Medical Education Escape Room Aligned with Flipped Classroom and Powered by Mobile Augmented Reality

Antoniou, PE; Papamalis, F; Dafli, E; Poultourtzidis, I; Schwarz, D; Woodham, L; Dimitriadis, S; Tagaras, K; Kyriakidis, N; David, P; et al. Antoniou, PE; Papamalis, F; Dafli, E; Poultourtzidis, I; Schwarz, D; Woodham, L; Dimitriadis, S; Tagaras, K; Kyriakidis, N; David, P; Nikolaidou, M; Skrisovska, T; Poulton, T; Bamidis, PD (2024) Medical Education Escape Room Aligned with Flipped Classroom and Powered by Mobile Augmented Reality. ELECTRONICS, 13 (12). p. 2367. ISSN 2079-9292 https://doi.org/10.3390/electronics13122367
SGUL Authors: Woodham, Luke Andrew

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Abstract

Medical education escape rooms are emerging as a viable technological resource for pedagogy-first, learner-centric educational activities. This work presents the evaluation results of the first flipped classroom implementation in medical education, thus utilizing a mobile-driven augmented reality (AR) escape room. A total of 21 first-year medical students attended a flipped classroom educational activity that aimed to acclimate the students with the workflows of basic life support. Knowledge acquisition and user perceptions were evaluated. Knowledge acquisition was evaluated with an ad hoc relevant instrument at three timepoints: (a) baseline at recruitment, (b) preclass after students had prepared for the episode, and (c) after class. Learner perceptions about the activity and the AR escape room were recorded at the activity’s end using a previously designed evaluation instrument. The results demonstrated sufficient knowledge acquisition only after completing the whole educational activity, while learners found the experience interesting, and the AR escape room challenging, thus reflecting an activity that was well formulated in structure and content. The challenges identified were the limited out of class collaboration capacity of the digital application and the highly gamified approach that at points counteracted the educational scope of the activity. Overall, these positive initial results demonstrate the potential of collaborative, escape based, activities for self-directed, learner-centric medical education.

Item Type: Article
Additional Information: © 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Keywords: medical education, mixed methods, flipped classroom, escape room, augmented reality, mobile technologies, 0906 Electrical and Electronic Engineering
Journal or Publication Title: ELECTRONICS
ISSN: 2079-9292
Dates:
DateEvent
17 June 2024Published
12 June 2024Accepted
Publisher License: Creative Commons: Attribution 4.0
Projects:
Project IDFunderFunder ID
2020-1-EL01-KA226-HE-094782European Commissionhttp://dx.doi.org/10.13039/501100000780
2020-1-ES01-KA203-083263European Commissionhttp://dx.doi.org/10.13039/501100000780
Web of Science ID: WOS:001256689000001
URI: https://openaccess.sgul.ac.uk/id/eprint/116755
Publisher's version: https://doi.org/10.3390/electronics13122367

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