Abstract
Background: Early exposure to research methodology is essential in medical education, yet many students show limited motivation to engage with nonclinical content. Gamified strategies such as educational escape rooms may help improve engagement, but few studies have explored their feasibility at scale or evaluated their impact beyond student satisfaction.
Objective: This study aimed to assess the feasibility, engagement, and perceived educational value of a large-scale escape room specifically designed to introduce third-year medical students to the principles of diagnostic test evaluation.
Methods: We developed a low-cost immersive escape room based on a fictional diagnostic accuracy study with 6 puzzles mapped to five predefined learning objectives: (1) identifying key components of a diagnostic study protocol, (2) selecting an appropriate gold standard test, (3) defining a relevant study population, (4) building and interpreting a contingency table, and (5) critically appraising diagnostic metrics in context. The intervention was deployed to an entire class of third-year medical students across 12 sessions between March 2023 and April 2023. Each session included 60 minutes of gameplay and a 45-minute debriefing. Students completed pre- and postintervention questionnaires assessing their knowledge of diagnostic test evaluation and perceptions of research training. Descriptive statistics and 2-tailed paired t tests were used to evaluate score changes; univariate linear regressions assessed associations with demographics. Free-text comments were analyzed using the hierarchical classification by Reinert.
Results: Of the 530 participants, 490 (92.5%) completed the full evaluation. Many participants had had limited previous exposure to escape rooms (206/490, 42% had never participated in one), and most (253/490, 51.6%) reported low initial confidence with critical appraisal of scientific articles. Mean overall knowledge scores increased from 62 of 100 (SD 1) before to 82 of 100 (SD 2) after the activity (+32%; P<.001). Gains were observed across all learning objectives and were not influenced by age, sex, or previous experience. Students rated the educational escape room as highly entertaining (mean score 9.1/10, SD 1.1) and educational (mean score 8.2/10, SD 1.5). Following the intervention, 86.9% (393/452) felt more comfortable with critical appraisal of diagnostic test studies, and 79% (357/452) considered the escape room format highly appropriate for an introductory session.
Conclusions: This study demonstrates the feasibility and enthusiastic reception of a large-scale, reusable escape room aimed at teaching the fundamental principles of diagnostic test evaluation to undergraduate medical students. This approach may serve as a valuable entry point to engage students with evidence-based reasoning and pave the way for deeper exploration of medical research methodology.
doi:10.2196/71339
Keywords
Introduction
Evidence supports the need for early exposure of medical students to research and critical appraisal of scientific articles. According to the World Federation for Medical Education 2020 standards, medical curricula must include the principles of the scientific method, cover analytical and critical thinking, medical research methodology, and evidence-based medicine []. The ability to interpret and apply evidence-based medicine is now widely regarded as a core competency for graduating medical students, as emphasized by both the Association of American Medical Colleges and the UK Clinical Reasoning in Medical Education group [,]. By developing critical appraisal skills, early exposure to research in medical education favors abilities valuable for future clinical practice (analytical reasoning and communication skills).
In particular, diagnostic test studies involve key elements of Bayesian reasoning [], such as pretest probability, likelihood ratios, and the process of updating diagnostic probabilities based on test results—all of which are central to clinical decision-making []. However, evidence shows that medical professionals struggle with these concepts []. In addition, integration of such nonclinical skills into medical curricula is arduous, especially with undergraduate students [,]. In particular, generating and maintaining student interest is highly challenging []. In France, for example, critical appraisal of scientific articles, despite its inclusion in the final undergraduate national matching exam since 2009, varies in terms of course load and content across universities, and medical students lack motivation to invest time in nonclinical skills []. However, as observed with the recent expansion of biomedical literature related to the COVID-19 pandemic, physicians are at the center of both scientific and societal discussions involving critical appraisal of medical literature []. Thus, innovative strategies are needed to engage medical students with research training and critical appraisal of scientific articles early in their curriculum [].
Educational escape rooms (EERs) have recently garnered growing interest in health professional education [-]. These gamified, immersive scenarios typically involve a series of puzzles that participants solve collaboratively, each aligned with a specific learning objective. While most published studies have focused on fostering clinical reasoning or teamwork, only a few have examined the potential of EERs for teaching research methodology [,]. Existing evidence remains limited, often based on small-scale initiatives with variable outcomes [,-]. This gap underscores the need to explore their applicability in large cohorts and in domains beyond clinical knowledge.
This study evaluated the feasibility and perceived educational value of a large-scale EER designed to introduce medical students to key aspects of scientific methodology. The pedagogical content focused specifically on the evaluation and interpretation of diagnostic test studies while also aiming to foster teamwork and engage students with a nonclinical topic early in their training.
Methods
Escape Room Design and Learning Objectives
Using guidelines from Davis et al [], we developed an EER for third-year medical students with three main goals: (1) to introduce fundamental principles of research methodology and terminology, (2) to promote collaborative problem-solving through teamwork, and (3) to foster more positive attitudes toward research training. The design team included 4 medical doctors, 1 pharmacist, and 1 medical resident, drawing on interdisciplinary expertise in clinical medicine, public health, and pedagogy.
A diagnostic accuracy study was deliberately chosen as the pedagogical framework as this type of research offers an accessible and clinically meaningful entry point for undergraduate students without previous exposure to research methods. It aligns closely with diagnostic reasoning processes familiar to most learners while also serving as a structured introduction to key methodological concepts—such as reference standards, population selection, and diagnostic performance metrics (eg, sensitivity and specificity)—that remain challenging even for many practicing clinicians [,]. By anchoring the learning objectives in a framework that is both practical and conceptually rich, this approach facilitates early engagement with evidence-based thinking without requiring advanced statistical background.
Learning objectives were defined a priori based on recurrent misconceptions observed in upper-year students and the collective teaching experience of the faculty involved. By the end of the session and debriefing, students were expected to (1) identify the key components of a diagnostic accuracy study protocol, including relevant methodological tools; (2) recognize the characteristics of an ideal reference standard, including performance, cost, invasiveness, and availability; (3) understand the structure of a study population that includes both individuals with and without the condition of interest; (4) construct and interpret a contingency table from diagnostic test and gold standard results; and (5) critically assess the strengths and limitations of a diagnostic test based on its performance metrics and intended clinical use.
Escape Room Scenario
The escape room scenario centered on a fictional outbreak of a zombie virus disease. Students were tasked with identifying an effective diagnostic test to detect infected individuals and locate an antidote. Working in teams, they had 60 minutes to examine the research notes of a mysterious scientist who had nearly discovered a high-performing test. To succeed, students needed to solve 6 sequential puzzles, each aligned with one of the predefined learning objectives ().

The six puzzles included (1) classifying keywords relevant to diagnostic study protocols (study protocol), (2) selecting the most appropriate gold standard test from a series of candidates (gold standard), (3) identifying a valid study population using fictional application letters (study population), (4) analyzing mock laboratory test results to construct a contingency table (contingency table), (5) calculating diagnostic accuracy metrics based on the table (test metrics), and (6) interpreting these metrics to choose the best test in context (metric appraisal). The terms in parentheses will be used throughout the manuscript for clarity.
Each completed puzzle provided a clue, object, or code that allowed progression to the next stage of the game. A team succeeded when they completed all 6 puzzles within the allotted time, thereby unlocking the location of the antidote. The scenario was fully autonomous: game masters were available only to provide hints or intervene in case of technical difficulties upon request. The immersive experience included props such as a cryptex, mock test description cards, a book safe, invisible ink, a digital lockbox, a custom-designed computer program, role-play videos, QR codes, a spectrogram decryption smartphone app, and purpose-built board game–style cards (). All materials were original creations funded by the Faculty of Medicine at the University of Lille, with a total cost of €1800 (approximately US $1925) for approximately 600 students.

Setting, Materials, and Staffing
Twelve 120-minute sessions were conducted over the course of the program. Each session included a 15-minute introductory briefing, 60 minutes of gameplay, and 45 minutes of structured debriefing. Sessions were held in a large open space of approximately 150 m2, accommodating up to 45 students per session (). Upon arrival, students were randomly assigned to teams of 4 to 6 using an algorithm triggered by swiping their university ID card.

Eight teams participated simultaneously in each session seated at individual tables spaced apart to allow for parallel problem-solving without interference. Although certain immersive elements were shared—such as a bookshelf, storage lockers with digital codes, a whiteboard, and a wall-mounted countdown timer—each team engaged independently with dedicated materials and instructions. All essential components were either prepacked in portable game bags () or duplicated in 8 identical sets to ensure autonomous progression. The briefing began with a short immersive video introducing the fictional mission and setting the narrative tone, aiming to engage students from the outset and foster a collaborative atmosphere ().
Each session involved 9 facilitators: 1 game master assigned to each team and a session coordinator overseeing the entire room. Facilitators ensured smooth progression and conducted real-time formative assessments. After each puzzle, they rated the team’s clinical reasoning and collaborative dynamics using a tablet-based checklist with Likert scale items. This structure allowed students to work independently while maintaining consistent pedagogical oversight and documentation of performance. In total, 20 facilitators contributed across the sessions, representing a broad range of specialties including public health, radiology, nephrology, biology, biostatistics, pharmacology, pharmacy, pathology, family medicine, pediatrics, anesthesiology, and intensive care. All facilitators completed the escape room before student sessions to ensure fluency with the scenario and educational objectives.
To support scalability, all materials were designed for reuse. Game bags were reorganized after each session to allow for immediate reset. One month before implementation, the scenario was pilot-tested by 30 fourth-year medical students and 6 instructors whose feedback informed refinements to both content and logistics.
Study Setting and Design
This monocentric prospective study was conducted between March 2023 and April 2023 at the Faculty of Medicine at the University of Lille All third-year medical students enrolled in the 2022‐2023 cohort were eligible to participate. The escape room was integrated into the mandatory curriculum as part of a course on research and critical appraisal and was a graded educational activity. Participation was required, and any student who missed a scheduled session was expected to provide a formal justification.
Before the session, participants provided demographic information (age range and sex) and reported previous experience with recreational escape games (“How many times have you participated in a recreational Escape Game?”). They also rated their comfort with critical appraisal of scientific articles using a 5-point Likert scale (“What is your level of comfort with critical appraisal of scientific articles?”) and submitted a free-text response identifying 3 words that best reflected their perception of critical appraisal (“Tell us the first three words that come to mind to describe your perception about critical appraisal of scientific articles”).
They then individually completed a knowledge questionnaire covering the 5 predefined learning objectives of the session. All questions were answered using “true” or “false” and grouped by objective. The same 5 learning objectives were reassessed during the debriefing immediately after the intervention using a different but equivalent set of “true”-or-“false” questions. A score out of 100 was calculated for each objective, and relative gain was defined as the absolute change between pre- and posttest scores divided by the pretest score. The complete list of questions is available in . During the debriefing, students also completed an individual postintervention survey. They were asked to provide 3 words summarizing their perception of the escape room experience and to rate both the entertainment value and the pedagogical interest of the session on a scale from 0 to 10. They were again asked to rate their comfort with critical appraisal using the same 5-point Likert scale. In addition, they were asked the following: “Do you think an escape room is a suitable format for an introductory course on the critical appraisal of scientific articles?” Responses were collected using a 5-point Likert scale ranging from “Not at all suitable” to “Absolutely suitable.” Although “suitable” was not formally defined, the proximity of this question to those assessing the activity’s educational and entertainment value likely guided students to interpret it in terms of relevance, clarity, and pedagogical appropriateness. Finally, students were invited to leave open-ended comments about the session, including organizational aspects, perceived strengths, limitations, and suggestions for improvement.
This monocentric prospective study was conducted between March 2023 and April 2023 at the Faculty of Medicine at the University of Lille All third-year medical students enrolled in the 2022‐2023 cohort were eligible to participate. The escape room was integrated into the mandatory curriculum as part of a course on research and critical appraisal and was a graded educational activity. Participation was required, and any student who missed a scheduled session was expected to provide a formal justification.
Ethical Considerations
The study protocol was reviewed and approved by the Institutional Review Board of the University of Lille in February 2023. The IRB determined that formal ethical approval was not required due to the pedagogical nature of the intervention and the exclusive use of anonymized data.
All procedures were conducted in accordance with the ethical standards of the institutional and national research committees and with the 1964 Helsinki Declaration and its later amendments or comparable ethical standards.
Upon registration on the study platform, students completed a short presession questionnaire and provided individual informed consent, including authorization to analyze their anonymized responses for research purposes. The study also ensured the privacy and confidentiality of all participants. Data were collected and stored on a secure, password-protected server, and identifying details, such as names and email addresses, were immediately deidentified and replaced with unique participant IDs to protect anonymity. No personal health information was collected.
Participants were not compensated for their involvement in the study ().
Statistical Analysis
Descriptive statistics were used to summarize participant characteristics and questionnaire responses. Quantitative variables were reported as means and SDs or medians and IQRs depending on their distribution. Categorical variables were expressed as counts and percentages. To assess knowledge gains, pre- and postintervention scores were compared using paired t tests. Associations between participant characteristics (age, sex, previous experience with escape rooms, and self-reported ease with critical appraisal) and relative score improvement were explored using univariate linear regression models. All statistical tests were 2-sided, and a P value of <.05 was considered statistically significant. All analyses were conducted using the R software (version 4.3.1; R Foundation for Statistical Computing).
Qualitative Analysis of Free-Text Feedback
Students’ postintervention free-text comments were analyzed using the hierarchical classification method by Reinert [], a lexical clustering approach based on word co-occurrence patterns. The analysis was conducted using the R Interface for Multidimensional Analysis of Texts and Questionnaires []. Comments were anonymized and preprocessed to remove low-frequency and noninformative words. The text corpus was segmented, and descending hierarchical classification was conducted to identify stable clusters of vocabulary. Factorial correspondence analysis was used to visualize the associations between lexical classes. The number of clusters retained was selected based on thematic coherence and interpretability. Two researchers (BLG and AH) independently reviewed and labeled each cluster using representative keywords and excerpts. Discrepancies were resolved through consensus. For reporting, all illustrative quotes were translated from French into English by the authors.
Results
Study Population
Of the 560 eligible third-year medical students, 530 (94.6%) participated in the escape room activity. Students who did not attend the escape room sessions were absent for justified personal or medical reasons. Of the 530 students who participated, 490 (92.5%) completed the preintervention questionnaire. Among them, 66.3% (325/490) were women, and 83.5% (409/490) were aged between 20 and 22 years. Most students reported limited or no previous experience with recreational escape rooms: 42% (206/490) had never participated in one, and 45.9% (225/490) had only done so once or twice. A substantial proportion expressed discomfort with critical appraisal of scientific literature: 18.8% (92/490) reported being “absolutely not comfortable,” and 33% (161/490) reported being “rather not comfortable” with the task ().
| Characteristic | Participants, n (%) |
| Female sex | 325 (66.3) |
| Age group (y) | |
| <20 | 22 (4.5) |
| 20‐22 | 409 (83.5) |
| 22‐25 | 41 (8.4) |
| >25 | 18 (3.7) |
| Previous experience with recreational escape rooms | |
| None | 206 (42) |
| 1‐2 times | 225 (45.9) |
| 3‐4 times | 52 (10.6) |
| ≥5 times | 7 (1.4) |
| Reported ease with critical appraisal of scientific articles | |
| Absolutely not comfortable | 92 (18.8) |
| Rather not comfortable | 161 (32.9) |
| Neither comfortable nor uncomfortable | 201 (41) |
| Rather comfortable | 31 (6.3) |
| Absolutely comfortable | 5 (1) |
Escape Room Progression
Divided into 96 teams across 12 sessions, students advanced through the escape room with a high degree of consistency. All teams completed the mission within the allotted time, with a mean duration of 53 (SD 4) minutes. Each of the 6 puzzles required approximately 10 minutes to solve. The fastest puzzle, focused on test metrics, was completed in an average of 6 minutes and 12 seconds (SD 2 min, 49 s), whereas the most time-consuming one, involving the construction of a contingency table, took 12 minutes and 21 seconds on average (SD 2 min, 51 s; (). Team progression was largely synchronous, with most groups working on the same puzzle simultaneously ().
| Puzzle | Mean completion time (Minutes:seconds) | SD of mean completion time (Minutes:seconds) |
| Study protocol | 10:52 | 2:35 |
| Gold standard | 7:11 | 2:09 |
| Study population | 7:31 | 2:41 |
| Contingency table | 12:21 | 2:49 |
| Computation of test metrics | 6:10 | 2:48 |
| Metrics appraisal | 9:15 | 3:24 |

Pre- and Posttest Evaluations
A total of 85.3% (452/530) of the students completed the postintervention questionnaire. Student performance improved markedly following the intervention. The average score increased from 62/100 (SD 1) before the session to 82/100 (SD 2) afterward, representing a 32% gain (SD 5%; P<.001). Average subscores improved across all 5 learning objectives: from 58 (SD 3) to 71 (SD 3) for study protocol, from 74 (SD 2) to 89 (SD 4) for gold standard, from 43 (SD 1) to 83 (SD 3) for study population, from 71 (SD 2) to 88 (SD 5) for contingency table, and from 72 (SD 2) to 79 (SD 5) for metric appraisal (P<.001 in all cases; ). No significant associations were observed between score improvement and student characteristics (sex, age, previous escape room experience, or initial self-reported ease with critical appraisal), as shown in .

| Characteristic | β (95% CI) | P value |
| Sex (female vs male) | −2.5 (−6.8 to 1.9) | .26 |
| Age category (ordinal scale) | 1.7 (−2.1 to 5.4) | .38 |
| Previous experience with ERs (ordinal scale) | 0.9 (−2.8 to 4.6) | .63 |
| Reported ease with critical appraisal of scientific articles (ordinal scale) | −0.6 (−3.3 to 2.1) | .69 |
aER: escape room.
Students’ Feedback
Feedback was strongly favorable. Students rated the session highly in terms of enjoyment (mean 9.1/10, SD 1.1) and educational value (mean 8.2/10, SD 1.5). Most participants (393/452, 86.9%) reported feeling more comfortable with the appraisal of diagnostic accuracy studies after the session. Regarding the overall suitability of escape rooms for introducing research training, 79% (357/452) rated the format as “absolutely suitable” on a 5-point Likert scale (). The term “suitable” was not explicitly defined but followed questions about entertainment and educational value, likely guiding interpretation in terms of relevance and clarity.

Students’ 3-word perceptions of research training shifted notably. Before the session, most descriptors were negative or reflected uncertainty (eg, “difficult,” “tedious,” “unknown,” or “complicated”). Afterward, the most frequent terms were markedly more positive—“engaging,” “entertaining,” “original,” and “educational” ().
Thematic analysis of students’ free-text comments using the hierarchical classification by Reinert [] identified 6 primary thematic clusters, reflecting engagement, teamwork, pedagogical value, conceptual understanding, and overall organization ( []).

Discussion
Our study demonstrates the feasibility of implementing a large-scale EER focused on introducing undergraduate medical students to core principles of diagnostic test evaluation as an entry point into research training. Student feedback echoed the 3 central aims of the intervention: to familiarize participants with key research concepts, foster teamwork, and improve perceptions of research-oriented courses. Pre- and postintervention assessments revealed significant immediate gains across all 5 targeted learning objectives. The activity was met with strong enthusiasm, in sharp contrast to students’ initial reservations about research training.
EERs have been scarcely used in recent years for medical students, mostly to teach various clinical disciplines such as emergency medicine [,], radiology [,], surgery [], dermatology [], pulmonology [], pediatrics [], internal medicine [], general medicine [], infectious diseases [], physiology [], and patient safety [-] (). In this paper, we report an introductory course designed for a transversal, nonclinical skill and with no expected prerequisite among undergraduate medical students. Another study designed an EER as an introductory course involving research articles with great success, although the aim of that study was to introduce a small group of participants to technical skills in surgery []. A recent study by Mirshahi et al [] described a self-developed escape room designed to assess and reinforce research competencies across a multidisciplinary group of undergraduate and postgraduate health profession students, including medical students; while promising, this initiative involved a limited number of participants and did not focus specifically on diagnostic reasoning. Most studies published to date have involved relatively small cohorts of students () (up to 245 students over 3 years). However, to consider real-life implementation of EERs within medical curricula, it is crucial to demonstrate their compatibility with the current growing size of medical classes, often comprising hundreds of students [,]. By using a parallelizable and repeatable gaming protocol, we showed the feasibility of delivering an innovative course to over 500 students while maintaining an entertaining and engaging environment. Another crucial challenge in implementing innovative pedagogic tools is the need to keep financial and human costs reasonable []. In our case, the allocated financial resources were constrained relative to the student count—€3.40 (US $3.95) per student. Through reusable material, this intervention can be replicated annually, refined, and adapted and enables the smoothing of the initial limited investment over the years []. As of July 2025, the EER has been repeated for 3 consecutive years (approximately 1800 students) without any additional financial cost. On the other hand, the human resources required for our intervention were substantial, with a total of 20 supervisors involved across the 12 sessions.
| Study | Country | Title | Sample size | Specialty | Student level | Objective | Type of escape room | Evaluation |
| Zhang et al [], 2018 | United States | “Trapped as a Group, Escape as a Team: Applying Gamification to Incorporate Team-building Skills Through an ‘Escape Room’ Experience” | 10 | Emergency medicine | Residents | Team-building exercise | Commercial escape room | Postevent satisfaction survey |
| Backhouse and Malik [], 2019 | United Kingdom | “Escape Into Patient Safety: Bringing Human Factors to Life for Medical Students” | 19 | Specialty choice module | Undergraduate | Patient safety teaching | Self-created suitcase-based escape room | After-action review |
| Diemer et al [], 2019 | United States | “Patient Safety Escape Room: A Graduate Medical Education Simulation for Event Reporting” | 120 | Patient safety | Residents | Patient safety hazard reporting | Hospital case–based escape room | Postevent satisfaction survey |
| Kinio et al [], 2019 | Canada | “Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education” | 13 | Surgery | Undergraduate | Motivation, engagement, and satisfaction | Escape room stations in the simulation center | Postevent satisfaction survey |
| Zhang et al [], 2019 | United States | “Finding the \'QR’ to Patient Safety: Applying Gamification to Incorporate Patient Safety Priorities Through a Simulated ‘Escape Room’ Experience” | 130 | General medicine | Residents | Patient safety teaching | Escape room stations in the simulation center | Postevent survey |
| Jambhekar et al [], 2020 | United States | “Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents” | 164 | Radiology | Residents | Team-building exercise | Self-created portable escape room | Postevent satisfaction survey |
| Guckian et al [], 2020 | United Kingdom | “Exploring the Perspectives of Dermatology Undergraduates With an Escape Room Game” | 16 | Dermatology | Undergraduate | Improving students’ perceptions on the field | Self-created immersive escape room | Postevent satisfaction survey and focus groups |
| Liu et al [], 2020 | United Kingdom | “Feasibility of a Paediatric Radiology Escape Room for Undergraduate Education” | 19 | Pediatric radiology | Undergraduate | Knowledge and satisfaction | Self-created portable escape room | Pre- and posttest and satisfaction surveys |
| Abensur Vuillaume et al [], 2021 | France | “A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development” | 10 | Emergency medicine | Health care workers | Team-building exercise | Self-created immersive escape room | Not specified |
| Khanna et al [], 2021 | United States | “Escape MD: Using an Escape Room as a Gamified Educational and Skill-Building Teaching Tool for Internal Medicine Residents” | 86 | Internal medicine | Residents | Team work, critical thinking, and communication skills | Self-created immersive escape room | Postevent satisfaction survey |
| Akatsu et al [], 2022 | Japan | “Teaching ‘medical interview and physical examination’ from the very beginning of medical school and using ‘escape rooms’ during the final assessment” | 140 | General medicine (interview and physical examination) | Undergraduate | Course final assessment | Game-based scenarios with simulators | Postevent satisfaction survey |
| Dimeo et al [], 2022 | United States | “A Virtual Escape Room versus Lecture on Infectious Disease Content: Effect on Resident Knowledge and Motivation” | 30 | Infectious disease | Residents | Knowledge and motivation | Virtual escape room | Pretest, posttest, and motivation evaluations |
| Carrasco-Gomez et al [], 2023 | Spain | “Impact of a Peer-to-Peer Escape Room Activity in the Learning of Human Physiology of Medical Students From the University of Málaga” | 245 | Physiology | Undergraduate | Human physiology knowledge | Peer-to-peer–designed escape room | Comparative scores (vs nonparticipants) and postevent satisfaction survey |
| Fedorcsak [], 2024 | Norway | “Moderate Benefit of Escape Room Game on Learning Outcome in Medicine” | 213 | REI | Undergraduate | General knowledge in REI | Self-created immersive escape room | Postevent comparative scores (vs nonparticipants) |
| Mirshahi et al [], 2025 | Iran | “‘MORAD ESCAPE,’ a Novel Research-Based Escape Room Approach for Evaluating Research Competencies of Health Professions Students” | 60 | Research competencies | Undergraduate and postgraduate | Research competency checklist | Self-created immersive escape room (escapED program) | Postevent evaluation of research competency and satisfaction survey |
aREI: reproductive endocrinology and infertility.
Whether EERs meaningfully improve learning outcomes remains uncertain [,,,]. Previous studies have reported mixed results, with some suggesting potential benefits [] and others, such as a recent controlled study by Fedorcsak [], finding only modest improvements in declarative knowledge after a single EER session (Cohen d=0.22). In our study, we observed an immediate gain across 5 targeted learning objectives. However, in the absence of a control group and long-term follow-up, these findings should be interpreted cautiously. The structured, sequential format of the EER, aligned with the logic of a diagnostic study, may have supported knowledge acquisition, but the true impact on learning remains difficult to disentangle from engagement effects or short-term memory recall. Importantly, the intervention appeared accessible across subgroups, with no influence of previous escape room experience or self-perceived ease with critical appraisal. Beyond performance, the ability to foster interest in research methodology among a large cohort of students may in itself constitute a valuable educational outcome [,,].
Our findings suggest a strong alignment between student feedback and our initial pedagogical intentions: namely, to introduce foundational research skills, foster collaborative teamwork, and demystify research training through an engaging and enjoyable format. Motivating undergraduate medical students to engage with research remains a recognized challenge [,,]. In our study, students reported a marked shift in perception, from predominantly negative views on research training to positive reflections on the escape room experience. Free-text responses frequently emphasized the value of teamwork, a dimension often underrepresented in their curriculum, as well as the quality of facilitation and meaningful interactions with faculty. As observed in other EER-based interventions, we noted a high level of student cooperation and an intrinsic drive to complete the challenge within the allotted time [,,,,]. This positive, collaborative atmosphere appeared to promote rich student-mentor interactions, an important benefit for a generation of learners shaped by recent experiences of social distancing and remote education [].
This study has several limitations. As a pilot implementation, it was not designed to isolate the specific effects of the escape room format compared to traditional pedagogical approaches. The absence of a control group precludes any definitive conclusions about the causal impact of the intervention on student performance or attitudes. All outcome measures relied on self-reported or short-term evaluations, with no assessment of knowledge retention over time. Moreover, the educational content focused exclusively on diagnostic accuracy studies. While this choice was pedagogically motivated, it limits the generalizability of the findings to other types of research designs. This study was also conducted in a single institution, which may affect broader applicability. Future research should explore the added value of EERs in research training using comparative designs—such as cluster randomized trials—and include a broader range of research topics and longer-term follow-up to assess sustained learning outcomes. Despite these limitations, this study benefits from a high participation rate, detailed process documentation, and rich qualitative feedback, which collectively provide meaningful insights into the feasibility, perceived value, and immediate educational impact of this innovative teaching format.
In conclusion, this study demonstrates the feasibility of a large-scale, low-cost, and replicable EER to introduce undergraduate medical students to key concepts of diagnostic test evaluation. The format was well received and may offer a promising entry point into research training provided that its targeted scope and pedagogical objectives are clearly defined.
Acknowledgments
The authors would like to thank all of the faculty’s services for their support in setting up the escape room experiment, from the academic services (Mrs Mathilde Moreno Garcia and Mrs Magali Lance) to the multimedia service (Mr Pierre Verquin, Mr Karim Bouadjla, and Mr Christian Delsol) and the IT department (Mr Arnaud Lecoq and Mr Jean-Christophe Alexandre) of the Faculty of Medicine at the University of Lille. They would also like to thank all the supervisors who agreed to participate in the different sessions (Dr Benoît Brassart, Dr Eole Nyangwile, Dr Gabrielle Lisembart, Dr Jean-Baptiste Gibier, Dr Julien Chapuis, Dr Mehdi Maanaoui, Dr Michaël Génin, Dr Pierre Dourlen, Dr Thavarak Ouk, Dr Victor Fages, Dr Victor Leblanc, Dr Victor Lestrade, and Professor Sébastien Aubert). This work was supported by internal educational funds from the Faculty of Medicine at the University of Lille. No external funding was received for this study.
Data Availability
The datasets generated or analyzed during this study are available from the corresponding author on reasonable request. In addition, all materials necessary to reproduce the educational escape room—including the full scenario, puzzles, facilitator instructions, and evaluation forms—are freely available upon request to the corresponding author for noncommercial academic use.
Conflicts of Interest
None declared.
Immersive mission briefing shown before the start of the escape room. This introductory video was designed to immerse students in a fictional investigation scenario. It presented the mission’s narrative context, introduced the main characters and storyline, and created a suspenseful atmosphere to enhance student engagement from the outset. The video served solely to set the scene and did not provide any instructions or clues related to the upcoming puzzles.
MP4 File, 36320 KBContent of the “true”-or-“false” questionnaire administered immediately before and after the escape room intervention. Items are grouped by learning objective (study protocol, study population, gold standard, contingency table, and metric appraisal). For each pretest item, the expected correct answer and the proportion of students who responded correctly at baseline are reported; identical or conceptually equivalent items were presented at the posttest time point to assess immediate knowledge gain.
DOCX File, 36 KBWord clouds illustrating students’ perceptions before and after the educational escape room (EER). The left panel reflects students’ initial impressions of critical appraisal of scientific articles before the intervention, whereas the right panel captures their reactions to the EER format afterward. Comments were originally written in French and translated by the authors.
PNG File, 106 KBReferences
- WFME standards for basic medical education 2020. World Federation for Medical Education. 2020. URL: https://wfme.org/download/wfme-standards-for-basic-medical-education-2020/ [Accessed 2025-07-26]
- Recommendations for preclerkship clinical skills education for undergraduate medical education. Association of American Medical Colleges. 2008. URL: https://www.stfm.org/media/1363/clinicalskills_oct09qxdpdf.pdf [Accessed 2025-07-26]
- Cooper N, Bartlett M, Gay S, et al. Consensus statement on the content of clinical reasoning curricula in undergraduate medical education. Med Teach. Feb 2021;43(2):152-159. [CrossRef] [Medline]
- Dauchet L, Bentegeac R, Ghauss H, et al. Evaluating script concordance tests (SCTs) through the lens of Bayesian reasoning: enhancing assessment in medical education. J Epidemiol Popul Health. Feb 2025;73(1):202804. [CrossRef] [Medline]
- Morgan DJ, Pineles L, Owczarzak J, et al. Accuracy of practitioner estimates of probability of diagnosis before and after testing. JAMA Intern Med. Jun 1, 2021;181(6):747-755. [CrossRef] [Medline]
- Lakhlifi C, Lejeune FX, Rouault M, Khamassi M, Rohaut B. Illusion of knowledge in statistics among clinicians: evaluating the alignment between objective accuracy and subjective confidence, an online survey. Cogn Res Princ Implic. Apr 20, 2023;8(1):23. [CrossRef] [Medline]
- Mlika M, Naceur A, Dziri C, et al. Critical appraisal of medical literature in undergraduate and postgraduate medical students. Front Educ. 2022;7. [CrossRef]
- Lee GS, Chin YH, Jiang AA, et al. Teaching medical research to medical students: a systematic review. Med Sci Educ. Jan 8, 2021;31(2):945-962. [CrossRef] [Medline]
- Mai DH, Taylor-Fishwick JS, Sherred-Smith W, et al. Peer-developed modules on basic biostatistics and evidence-based medicine principles for undergraduate medical education. MedEdPORTAL. Nov 24, 2020;16:11026. [CrossRef] [Medline]
- Jegu J, Braun M, Pelaccia T. Quelle est la motivation des étudiants en médecine pour l’apprentissage de la lecture critique d’article? Pédagogie Médicale. Nov 21, 2014;15(4):259-267. [CrossRef]
- Raynaud M, Goutaudier V, Louis K, et al. Impact of the COVID-19 pandemic on publication dynamics and non-COVID-19 research production. BMC Med Res Methodol. Nov 22, 2021;21(1):255. [CrossRef] [Medline]
- Veldkamp A, van de Grint L, Knippels MC, van Joolingen WR. Escape education: a systematic review on escape rooms in education. Educ Res Rev. Nov 2020;31:100364. [CrossRef]
- Taraldsen LH, Haara FO, Lysne MS, Jensen PR, Jenssen ES. A review on use of escape rooms in education – touching the void. Educ Inq. Dec 14, 2020;13(2):169-184. [CrossRef]
- Davis K, Lo HY, Lichliter R, et al. Twelve tips for creating an escape room activity for medical education. Med Teach. Apr 2022;44(4):366-371. [CrossRef] [Medline]
- Quek LH, Tan AJ, Sim MJ, et al. Educational escape rooms for healthcare students: a systematic review. Nurse Educ Today. Jan 2024;132:106004. [CrossRef] [Medline]
- Kinio AE, Dufresne L, Brandys T, Jetty P. Break out of the classroom: the use of escape rooms as an alternative teaching strategy in surgical education. J Surg Educ. 2019;76(1):134-139. [CrossRef] [Medline]
- Mirshahi A, Khanipour-Kencha A, Keyvanpour S, Motlagh MK. “MORAD ESCAPE”, a novel research-based ESCAPE room approach for evaluating research competencies of health professions students. BMC Med Educ. Feb 21, 2025;25(1):289. [CrossRef] [Medline]
- Guckian J, Sridhar A, Meggitt SJ. Exploring the perspectives of dermatology undergraduates with an escape room game. Clin Exp Dermatol. Mar 2020;45(2):153-158. [CrossRef] [Medline]
- Guckian J, Eveson L, May H. The great escape? The rise of the escape room in medical education. Future Healthc J. Jun 2020;7(2):112-115. [CrossRef] [Medline]
- Fedorcsak P. Moderate benefit of escape room game on learning outcome in medicine. BMC Med Educ. Nov 23, 2024;24(1):1353. [CrossRef] [Medline]
- Reinert A. Une méthode de classification descendante hiérarchique: application à l’analyse lexicale par contexte. Cah Anal Données. 1983;8(2):187-198. URL: https://eudml.org/doc/88079 [Accessed 2025-10-09]
- Souza MD, Wall ML, Thuler ADM, Lowen IMV, Peres AM. The use of IRAMUTEQ software for data analysis in qualitative research. Rev Esc Enferm USP. Oct 4, 2018;52:e03353. [CrossRef] [Medline]
- Zhang XC, Lee H, Rodriguez C, Rudner J, Chan TM, Papanagnou D. Trapped as a group, escape as a team: applying gamification to incorporate team-building skills through an “escape room” experience. Cureus. Mar 2, 2018;10(3):e2256. [CrossRef] [Medline]
- Abensur Vuillaume L, Laudren G, Bosio A, Thévenot P, Pelaccia T, Chauvin A. A didactic escape game for emergency medicine aimed at learning to work as a team and making diagnoses: methodology for game development. JMIR Serious Games. Aug 31, 2021;9(3):e27291. [CrossRef] [Medline]
- Jambhekar K, Pahls RP, Deloney LA. Benefits of an escape room as a novel educational activity for radiology residents. Acad Radiol. Feb 2020;27(2):276-283. [CrossRef] [Medline]
- Liu C, Patel R, Ogunjinmi B, et al. Feasibility of a paediatric radiology escape room for undergraduate education. Insights Imaging. Mar 19, 2020;11(1):50. [CrossRef] [Medline]
- Kaul V, Morris A, Chae JM, Town JA, Kelly WF. Delivering a novel medical education “escape room” at a national scientific conference: first live, then pivoting to remote learning because of COVID-19. Chest. Oct 2021;160(4):1424-1432. [CrossRef] [Medline]
- Alejandre C, Corniero P, Claret G, Alaez C, Esteban E, Jordan I. New resident training strategy based on gamification techniques: an escape room on sepsis in children. Children (Basel). Sep 30, 2022;9(10):1503. [CrossRef] [Medline]
- Khanna A, Ravindran A, Ewing B, et al. Escape MD: using an escape room as a gamified educational and skill-building teaching tool for internal medicine residents. Cureus. Sep 27, 2021;13(9):e18314. [CrossRef] [Medline]
- Akatsu H, Shiima Y, Gomi H, et al. Teaching “medical interview and physical examination” from the very beginning of medical school and using “escape rooms” during the final assessment: achievements and educational impact in Japan. BMC Med Educ. Jan 28, 2022;22(1):67. [CrossRef] [Medline]
- Dimeo SP, Astemborksi C, Smart J, Jones EL. A virtual escape room versus lecture on infectious disease content: effect on resident knowledge and motivation. West J Emerg Med. Jan 3, 2022;23(1):9-14. [CrossRef] [Medline]
- Carrasco-Gomez D, Chao-Écija A, López-González MV, Dawid-Milner MS. Impact of a peer-to-peer escape room activity in the learning of human physiology of medical students from the university of Málaga. Front Physiol. Aug 30, 2023;14:1242847. [CrossRef] [Medline]
- Backhouse A, Malik M. Escape into patient safety: bringing human factors to life for medical students. BMJ Open Qual. Mar 30, 2019;8(1):e000548. [CrossRef] [Medline]
- Diemer G, Jaffe R, Papanagnou D, Zhang XC, Zavodnick J. Patient safety escape room: a graduate medical education simulation for event reporting. MedEdPORTAL. Dec 27, 2019;15:10868. [CrossRef] [Medline]
- Zhang XC, Diemer G, Lee H, Jaffe R, Papanagnou D. Finding the “QR” to patient safety: applying gamification to incorporate patient safety priorities through a simulated “escape room” experience. Cureus. Feb 5, 2019;11(2):e4014. [CrossRef] [Medline]
- Bunton SA, Salsberg E. Impact of increasing class size. Acad Med. Jan 2009;84(1):8. [CrossRef] [Medline]
- Sassoon EC, Craig RC, O’Brien DG. The challenges of expanding medical student numbers in the UK: a scoping review. Future Healthc J. Jun 28, 2025;12(3):100278. [CrossRef] [Medline]
- Paterson-Brown S. Improving patient safety through education. BMJ. Feb 9, 2011;342:d214. [CrossRef] [Medline]
- Rose S. Medical student education in the time of COVID-19. JAMA. Jun 2, 2020;323(21):2131-2132. [CrossRef] [Medline]
Abbreviations
| EER: educational escape room |
Edited by Blake Lesselroth; submitted 16.Jan.2025; peer-reviewed by Ivan Kristianto Singgih, Kalypso Filippou, Kevin McConville; final revised version received 29.Jul.2025; accepted 09.Sep.2025; published 08.Dec.2025.
Copyright© Bastien Le Guellec, Victoria Gauthier, Rémi Lenain, Alexandra Nuytten, Luc Dauchet, Brigitte Bonneau, Erwin Gerard, Claire Castandet, Patrick Truffert, Marc Hazzan, Philippe Amouyel, Raphaël Bentegeac, Aghiles Hamroun. Originally published in JMIR Medical Education (https://mededu.jmir.org), 8.Dec.2025.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Medical Education, is properly cited. The complete bibliographic information, a link to the original publication on https://mededu.jmir.org/, as well as this copyright and license information must be included.

