ArticleBMC medical education2026
Digital escape rooms in medical education: Lessons learned from design and pilot implementation.
Article in BMC medical education, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed.
- Teaching Attitude, Ethics and Communication Through the Use of An Online Escape Room for First-Year Medical Students.Advances in medical education and practice · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
12 authors.
Funding
Abstract
backgroundInnovative learning methods in medical education are steadily growing in interest. Escape room is an educational and social learning setting in which participants, either individually or in small groups, engage in a themed or modular environment to solve a series of problems within a limited time frame. In this context, escape rooms have been used as an experiential, gamified learning approach intended to support developing learners’ critical thinking, problem-solving, decision-making, and collaboration skills. This study aims to share the design principles obtained from the pilot implementation results of digital escape rooms prepared for medical students.
methodsThe study employed a qualitative design using video recordings, focus group interviews, and a think-aloud protocol, all of which were designed according to the ADDIE (Analyze, Design, Develop, Implement, and Evaluate) model. Pilot implementation was conducted in two rounds. Round 1 included 34 volunteer students (19 Year-IV and 15 Year-V) who completed the escape rooms individually, with screen and room video recordings and post-session semi-structured focus group interviews. Round 2 included four additional students (two Year-IV and two Year-V) who participated in a revised version of the escape rooms using think-aloud protocols. Thematic analysis was primarily based on focus interview data from Round 1, while video recordings and think-aloud data were used for triangulation and identification of design-related issues. Data were analyzed using inductive content analysis to identify recurring themes and inform improvements.
resultsThree key themes emerged: (1) Exciting: Students described the games as engaging and motivating, appreciating the opportunity to apply knowledge in a competitive, time-pressured setting; (2) Overwhelming: Some students experienced cognitive overload due to the complexity of the puzzles and the time constraints, which occasionally led to frustration; (3) Needs Improvement: Participants suggested clearer instructions, more accessible hints, and immediate feedback to enhance the learning experience. They also recommended integrating additional mystery elements and refining the scoring system for better clarity and transparency.
conclusionsDigital escape rooms show promise as effective tools for fostering engagement and motivation in medical education. However, balancing challenge with accessibility, incorporating user-friendly features, and offering targeted feedback are critical to optimizing their implementation. These findings provide a foundation for refining digital escape rooms and exploring their broader application in medical training.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.