Anjali Cherukuri, Nicky Chung, Ariella Gartenberg, Joshua Bloom, Anthony Scoccimarro, Oark Ahmed, Debayan Guha, Andrew Restivo, Christina Ciraco, Kyle Kennedy, Jason Siebert, Jeremy Sperling, Maninder Singh
{"title":"Utilization of Escape Room Gamification for Medical Toxicology Education of Emergency Medicine Residents","authors":"Anjali Cherukuri, Nicky Chung, Ariella Gartenberg, Joshua Bloom, Anthony Scoccimarro, Oark Ahmed, Debayan Guha, Andrew Restivo, Christina Ciraco, Kyle Kennedy, Jason Siebert, Jeremy Sperling, Maninder Singh","doi":"10.1002/aet2.70233","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>Medical toxicology is a core area of competence laid out by the American Board of Emergency Medicine (EM). While traditional lecture-based education is crucial for knowledge acquisition, innovative approaches such as escape room gamification may enhance resident engagement.</p>\n </section>\n \n <section>\n \n <h3> Objectives</h3>\n \n <p>The authors aimed to compare the effectiveness of in-person escape room gamification with traditional didactic teaching for toxicology education among EM residents.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>A randomized crossover study was conducted at a large urban academic simulation center. EM residents were assigned to receive medical toxicology education through escape room gamification or traditional lecture. Knowledge acquisition was assessed using a 10-item multiple choice test administered pre- and post-intervention, with knowledge retention at 4–6 weeks. A Likert-Scale survey was utilized to assess participant satisfaction and perceptions. Paired two-tailed <i>t</i>-tests were used for analysis.</p>\n </section>\n \n <section>\n \n <h3> Results</h3>\n \n <p>Fifty-one EM residents across various post-graduate years (PGY 1–4) participated in the study. Average knowledge scores graded from 0 to 10 improved significantly after both gamification (6.67 ± 1.90, <i>p</i> = 0.043) and lecture-based education (7.04 ± 1.46, <i>p</i> = 0.001) compared to pre-intervention (5.78 ± 1.53). Most participants (73.5%) preferred escape room gamification. No difference was detected at 4–6 weeks retention assessment, with scores remaining significantly higher than baseline (<i>p</i> < 0.001).</p>\n </section>\n \n <section>\n \n <h3> Conclusion</h3>\n \n <p>Escape room gamification demonstrated comparable knowledge acquisition and retention to traditional lectures. Gamification was preferred by learners. Gamification is a feasible, effective, and engaging adjunct for teaching medical toxicology to EM residents.</p>\n </section>\n </div>","PeriodicalId":37032,"journal":{"name":"AEM Education and Training","volume":"10 4","pages":""},"PeriodicalIF":1.6000,"publicationDate":"2026-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"AEM Education and Training","FirstCategoryId":"1085","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/aet2.70233","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION, SCIENTIFIC DISCIPLINES","Score":null,"Total":0}
引用次数: 0
Abstract
Background
Medical toxicology is a core area of competence laid out by the American Board of Emergency Medicine (EM). While traditional lecture-based education is crucial for knowledge acquisition, innovative approaches such as escape room gamification may enhance resident engagement.
Objectives
The authors aimed to compare the effectiveness of in-person escape room gamification with traditional didactic teaching for toxicology education among EM residents.
Methods
A randomized crossover study was conducted at a large urban academic simulation center. EM residents were assigned to receive medical toxicology education through escape room gamification or traditional lecture. Knowledge acquisition was assessed using a 10-item multiple choice test administered pre- and post-intervention, with knowledge retention at 4–6 weeks. A Likert-Scale survey was utilized to assess participant satisfaction and perceptions. Paired two-tailed t-tests were used for analysis.
Results
Fifty-one EM residents across various post-graduate years (PGY 1–4) participated in the study. Average knowledge scores graded from 0 to 10 improved significantly after both gamification (6.67 ± 1.90, p = 0.043) and lecture-based education (7.04 ± 1.46, p = 0.001) compared to pre-intervention (5.78 ± 1.53). Most participants (73.5%) preferred escape room gamification. No difference was detected at 4–6 weeks retention assessment, with scores remaining significantly higher than baseline (p < 0.001).
Conclusion
Escape room gamification demonstrated comparable knowledge acquisition and retention to traditional lectures. Gamification was preferred by learners. Gamification is a feasible, effective, and engaging adjunct for teaching medical toxicology to EM residents.