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dc.contributor.authorSunanthiny, Krishnan-
dc.contributor.authorAli Qais, Blebil-
dc.contributor.authorJuman Abdulelah, Dujaili-
dc.date.accessioned2023-04-07T07:43:52Z-
dc.date.available2023-04-07T07:43:52Z-
dc.date.issued2023-
dc.identifier.urihttps://link.springer.com/article/10.1007/s10639-023-11745-1-
dc.identifier.urihttps://dlib.phenikaa-uni.edu.vn/handle/PNK/7672-
dc.descriptionCC BYvi
dc.description.abstractAs we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end, escape room games have gained considerable traction in medical and pharmacy education to promote learning, critical thinking and teamwork. In this pilot study we describe the implementation of a 60-minute, web-based hepatitis-themed escape room game within a Year 3 Pharmacotherapy unit at Monash Universityvi
dc.language.isoenvi
dc.publisherSpringervi
dc.subjectamplify learning outcomes onlinevi
dc.titleImplementation of a hepatitis-themed virtual escape room in pharmacy education: A pilot studyvi
dc.typeBookvi
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