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The study demonstrates a novel educational escape game framework for pharmacy students, indicating gamification's potential in teaching drug compounding.
Background: Escape games have recently been implemented in academic teaching. Objective: to design an educational escape game in a teaching laboratory themed to a hospital pharmacy. Methods: A four-member game design team was appointed. Concrete learning objectives were set as the basis for the game. Physical changes to the teaching laboratory facilities (e.g. equipment, audiovisual technology) were made during the drafting of the game manuscript. The game completion phase consisted of four pilot and three validation games. The game details were finalised based on the game supervisors' observations during the games and the reflective discussions. Results: The game was set in a linear form, and all the clue-related locks were based on five learning objectives. To complete the game, the required quality assurance and drug compounding procedures had to be accomplished within an hour. The supervisors monitored the game via video and audio connections and presented hints when necessary. A reflective discussion took place at the end. Conclusion: A real working-life situation in a hospital pharmacy was converted into an educational escape game for pharmacy students. The FARscape game has been used in both academic and professional training, suggesting the potential of gamification in education.
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Toropainen et al. (2025) studied this question.
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