Content area

Abstract

The virtual escape room game used to educate a hospital system's employees about medical literature was a hit. They drew names for prizes as an incentive to get nurses and other employees to try their escape room, but it was noted that the activity was so well-liked, no one who completed the final challenge even asked what the prize was. A sense of accomplishment is apparently a reward in itself. Several requests for assistance with library resources came through as employees discovered the library through the game. Analytics showed that the library website had a higher access rate during the time the game was available, demonstrating that many people visited the site after finishing the escape room. Gamification of education has proven time and again to be an effective way of engaging students and advertising services. Their Frankenstein of a virtual escape room proved to be a monster of a success.

Details

1007133
Title
Just Your Average Frankenstein: Creating a Virtual Escape Room to Teach Information Literacy
Publication title
Volume
45
Issue
7
Pages
10-13
Number of pages
5
Publication year
2025
Publication date
Sep 2025
Publisher
Information Today, Inc.
Place of publication
Westport
Country of publication
United States
ISSN
10417915
Source type
Trade Journal
Language of publication
English
Document type
Feature
ProQuest document ID
3250123477
Document URL
https://www.proquest.com/trade-journals/just-your-average-frankenstein-creating-virtual/docview/3250123477/se-2?accountid=208611
Copyright
Copyright Information Today, Inc. 2025
Last updated
2025-11-14
Database
ProQuest One Academic