Gameful Experience and Perceived Educational Value in a Student-Designed Medical Escape Room for Preclinical Medical Education: Cross-Sectional Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-09-21 DOI:10.2196/96011
Eleni Dafli, Ioannis Kountouratzis, Ioanna Doufexi, Alexandros Nikolaidis, Aggelos Kourpanidis, Odysseas Koniaris, Nikolaos Kyriakidis, Maria Nikolaidou, Sotiria Gilou, Panagiotis Antoniou, Panagiotis D Bamidis
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引用次数: 0

Abstract

Background: Educational escape rooms are increasingly used in medical education to promote engagement, collaboration, and active problem-solving. However, existing literature varies considerably in theoretical grounding and evaluation methodology, and limited evidence exists regarding how specific dimensions of gameful experience may relate to learners' perceived educational value.

Objective: This study aimed to evaluate preclinical medical students' perceptions of a student-designed medical escape room and to examine associations between dimensions of gameful experience and perceived educational value.

Methods: A cross-sectional study was conducted during the 2023-2024 and 2024-2025 academic years among 144 preclinical medical students participating in a student-designed educational escape room. The intervention integrated foundational medical sciences, collaborative problem-solving, and simulation-based procedural tasks. Participants completed anonymous questionnaires after the activity. Perceived educational value was assessed using the Diabetes Escape Room Perception Scale (DERPS), while gameful experience was measured using the Gameful Experience Scale (GAMEX). Descriptive statistics, reliability analyses, principal component analysis with Varimax rotation, Spearman correlation analyses, one-sample Wilcoxon signed-rank tests, and multiple linear regression models were performed using IBM SPSS Statistics version 29. Statistical significance was set at an α level of .05.

Results: Of the 144 participants, 140 (97.2%) completed all questionnaires. The sample was 52.1% (73/140) female, with a mean age of 20.8 (SD 1.5) years. Participants reported favorable perceptions of the escape room, with DERPS scores exceeding the neutral midpoint (mean 4.00, SD 0.50; t139=35.50; P<.001). The GAMEX showed high internal consistency (Cronbach α=0.89), and factor analysis supported the original 6-factor structure. Enjoyment (mean 4.75, SD 0.41), Creative Thinking (mean 4.33, SD 0.56), Activation (mean 3.99, SD 0.63), Absorption (mean 3.70, SD 0.76), and Dominance (mean 3.48, SD 0.81) were above the scale midpoint (all P<.001). Scores on the Absence of Negative Affect dimension (mean 2.11, SD 1.12; P<.001) were below the midpoint, indicating that participants reported some degree of challenge-related negative emotions during the activity. Spearman correlation analyses demonstrated positive associations between DERPS scores and Enjoyment (ρ=0.534; P<.001), Creative Thinking (ρ=0.467; P<.001), and Absorption (ρ=0.319; P<.001). In multivariable regression analyses, Enjoyment was associated with both overall perception scores (β=0.385; P<.001; R²=.442) and educational efficacy scores (β=0.279; P=.004; R²=.350). Dominance was related to educational efficacy scores (β=0.194; P=.04).

Conclusions: This study extends existing research on educational escape rooms by combining a relatively large preclinical medical student sample with validated measures of learner perception and gameful experience. Unlike previous studies that primarily assessed satisfaction, the present study identified specific experiential dimensions-enjoyment and dominance-associated with perceived educational value. These findings contribute to a theory-informed understanding of game-based learning in medical education and provide practical guidance for designing immersive, learner-centered activities. These findings support the use of student-designed, digitally enriched escape rooms as engaging educational activities in preclinical medical education.

学生设计的临床前医学教育医疗逃生室的游戏体验与感知教育价值:横断面研究。
背景:教育密室越来越多地用于医学教育,以促进参与、协作和积极解决问题。然而,现有文献在理论基础和评估方法上存在很大差异,并且关于游戏体验的特定维度如何与学习者感知的教育价值相关的证据有限。目的:本研究旨在评估临床前医学院学生对学生设计的医疗逃生室的感知,并研究游戏体验维度与感知教育价值之间的联系。方法:在2023-2024学年和2024-2025学年,对144名参加学生设计的教育逃生室的临床预科医学生进行横断面研究。该干预整合了基础医学、协作解决问题和基于模拟的程序性任务。活动结束后,参与者完成了匿名问卷调查。感知教育价值用糖尿病密室感知量表(DERPS)评估,而游戏体验用游戏体验量表(GAMEX)测量。采用IBM SPSS statistics version 29进行描述性统计、信度分析、Varimax旋转主成分分析、Spearman相关分析、单样本Wilcoxon符号秩检验和多元线性回归模型。α水平为0.05,差异有统计学意义。结果:144名参与者中,140名(97.2%)完成了全部问卷。样本中女性占52.1%(73/140),平均年龄20.8岁(SD 1.5)。参与者报告了对密室逃生的良好感觉,DERPS得分超过中性中点(平均4.00,SD 0.50; t139=35.50; PPPPPPPR²=.442)和教育效能得分(β=0.279; P=.004; R²=.350)。优势度与教育效能评分相关(β=0.194; P= 0.04)。结论:本研究通过结合一个相对较大的临床前医学院学生样本和有效的学习者感知和游戏体验测量,扩展了现有的教育密室研究。与以往主要评估满意度的研究不同,本研究确定了与感知教育价值相关的具体体验维度——享受和支配。这些发现有助于从理论上理解医学教育中的游戏学习,并为设计沉浸式、以学习者为中心的活动提供实践指导。这些发现支持在临床前医学教育中使用学生设计的、数字化丰富的密室作为参与教育活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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