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Evidence based practice in healthcare: an online escape room game

Evidence-based practice is a key component of nurses’ professional competence, and the skills associated with it should be strengthened already during nursing education. Nurses need to be able to search for information, assess its reliability and relevance, and apply it in decision-making related to patient care. Interactive, collaborative, and practice-oriented learning methods can support the development of these competencies. Escape room games provide an engaging and motivating way to practise information searching, critical appraisal of evidence, problem-solving, and clinical decision-making.

Funders

Erasmus+ 2021-2027 Cooperation Partnerships (KA2) logo
Sustainable and versatile social and health care
International RD
Pedagogy and Co-creation

Background

Evidence-based practice is a key component of nurses’ professional competence, as it helps ensure that decisions about patient care are based on the best available research evidence, clinical expertise, and the needs and preferences of the patient. It is important to strengthen competence in evidence-based nursing already during nursing education so that future nurses are equipped to search for information, critically appraise it, apply it in clinical practice, and make well-founded clinical decisions. Escape room games provide an interactive and experiential way to practise these skills. In the game, students work together to solve different tasks and problems in order to progress towards a predefined goal within a set time. Escape room games have been shown to support nursing students’ clinical decision-making, critical thinking, and problem-solving skills. In addition, they can enhance students’ learning motivation and satisfaction and support retention of what has been learned.

Aims

The project will develop an online virtual escape room game designed to strengthen competencies in evidence-based practice and support their innovative application in education and clinical practice. In addition, the project will develop and validate a knowledge test to assess players’ competence in evidence-based practice.

Methods

In the first phase, the content and tasks of the escape room game will be co-designed with the target groups. A prototype of the game will then be developed, tested in workshops, and further refined based on user feedback before the full production phase. In the second phase, the completed online game will be piloted. The pilot will assess the usability of the game and the development of players’ competencies in evidence-based practice. Based on the pilot results, the game will be further refined and a final open-access version will be produced.

Results 

The project will result in an online escape room game that provides an innovative way to practise evidence-based practice competencies and helps bridge the gap between theory and practice. The game can be used both in healthcare education and in professional practice. The project results will also contribute to increasing the visibility of the nursing profession and healthcare professions more broadly. The results can help strengthen prospective students’ positive perceptions of healthcare careers and increase appreciation of these professions, which may in turn encourage more students to apply for healthcare education programmes.

Project partners

Logo of Laurea University of Applied Sciences with text 'LAU REA' and 'AMMATTIKORKEAKOULU University of Applied Sciences'.

Contacts

  • Niina Glerean

    Senior Lecturer

    niina.glerean@laurea.fi

    +358 40 768 3420

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