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Table 2 Results of feedback survey including showing mean (M), standard deviation (SD), and mode (Mo) with frequency (N) and percentage (%)

From: A collaborative escape room as gamification strategy to increase learning motivation and develop curricular skills of occupational therapy students

Gamification: State your level of agreement with the following statements (1 Strongly disagree – 5 Strongly agree)

M (SD)

Mo

N (%)

1) I like playing

4.41 (0.905)

5

44 (59.5)

2) I learn while playing

4.23 (0.930)

5

34 (45.9)

3) Educational games are not appropriate for the University

2.78 (1.555)

1

23 (31)

4) Games are a waste of time in class

2.47 (1.546)

1

29 (39.2)

5) I prefer multiple choice test over any educational games

2.59 (1.578)

1

29 (39.2)

6) Games motivate me to learn

4.22 (0.955)

5

33 (44.6)

7) I prefer interactive and team-games

4.30 (0.932)

5

38 (51.4)

Knowledge: State your level of agreement with the following statements (1 Strongly disagree – 5 Strongly agree)

M (SD)

Mo

N (%)

8) The escape room allowed me to improve my previous knowledge of the subjects

3.93 (0.97)

4

35 (47.3)

9) I was able to apply my knowledge in “anatomy” and “autonomy and functional independence in adults”

3.89 (1.001)

4

34 (45.9)

10) The escape room motivated me to integrate knowledge acquired in other subjects

4.01 (1.027)

4

33 (44.6)

11) Playing the escape room has made me want to learn more about the subjects

3.65 (1.013)

4

29 (39.2)

12) The escape room has been useful for my learning

4.12 (1.006)

4

32 (43.2)

Curricular skills: What skills do you think you developed during the game? (1 Strongly disagree – 5 Strongly agree)

M (SD)

Mo

N (%)

13) Interpersonal skills (communication)

4.08 (0.888)

4

36 (48.6)

14) Teamwork

4.28 (0.889)

5

36 (48.6)

15) Clinical reasoning

3.96 (0.867)

4

36 (48.6)

16) Problem solving

4.19 (0.917)

4

32 (43.2)

17) Decision making

4.19 (0.902)

4

34 (45.9)

18) Ability to adapt to new situations

4.05 (0.858)

4

37 (50)

19) Planning and time management

3.89 (1.015)

4

32 (43.2)

20) Capacity for analysis and synthesis

3.96 (0.883)

4

36 (48.6)

21) Autonomous learning

3.84 (0.907)

4

32 (43.2)

Immersion, engagement, and fun: State level of agreement with the following statements (1 Strongly disagree – 5 Strongly agree)

M (SD)

Mo

N (%)

22) While playing I wanted to complete the game

4.62 (0.590)

5

50 (67.6)

23) I wanted to explore all options of the game even if they were false leads

4.36 (0.769)

5

37 (50)

24) Time passed quickly while playing

4.55 (0.705)

5

49 (66.2)

25) I was excited while playing

4.46 (0.762)

5

45 (60.8)

26) I felt like part of the game’s story, being absorbed in it

4.00 (0.936)

5

27 (36.5)

27) The escape room was fun for me

4.38 (0.806)

5

40 (54.1)

Learning tools, contents, and material: What is your general option of the tools and contents? (1 Very poor – 5 Very good)

M (SD)

Mo

N (%)

28) Therapystein© Software

4.19 (0.902)

5

24 (55.8)

29) Augmented reality + Post-its / QR App

4.15 (1.029)

5

24 (55.8)

30) Puzzles and riddles

4.23 (0.884)

5

20 (46.5)

31) Crosswords

4.14 (0.956)

5

21 (48.8)

32) Clinical cases

4.16 (0.966)

5

19 (44.2)

33) Materials: padlocks, envelops, wildcard, etc.

4.30 (0.840)

5

26 (60.5)

34) Characters and story

4.26 (0.908)

5

20 (46.5)

35) Pictures

4.41 (0.826)

5

25 (58.1)