Age-Friendly Escape Room: A Polypharmacy Quandary
Author Information
Author(s): Yang Betsy, Park Caroline, Davis Carter, Weith Joanne, Kang Simeon, Tee Silvia, Gould Christine, Shastri Vinita
Primary Institution: VA Palo Alto Healthcare System
Hypothesis
Gamification can enhance engagement in geriatric medical education.
Conclusion
The interprofessional escape room effectively taught important geriatric concepts and improved participants' confidence and knowledge.
Supporting Evidence
- Participants showed significant improvement in confidence and knowledge of the 4Ms framework.
- Participants rated the workshop highly and expressed a strong likelihood of recommending it to others.
- Qualitative feedback highlighted the escape room as both useful and engaging.
Takeaway
We created a fun escape room game to help healthcare providers learn about important topics in elderly care, and it worked really well!
Methodology
Participants engaged in a 60-minute escape room activity focused on the 4Ms framework, followed by a retrospective evaluation using questionnaires.
Limitations
Some participants suggested needing more time for the activity.
Participant Demographics
Interprofessional healthcare providers.
Statistical Information
P-Value
0.01
Statistical Significance
p<0.01
Digital Object Identifier (DOI)
Want to read the original?
Access the complete publication on the publisher's website