474. Unlocking Knowledge: Designing an Infectious Disease Themed Escape Toom for Medical Student and Resident Education

Abstract Background Serious games like escape rooms (ER) offer immersive, interactive, and effective teaching through cooperative problem-solving and goal-oriented challenges. While ER have primarily been described in the context of medical conferences, their integration into routine medical education may serve as a novel strategy to foster early interest in infectious diseases (ID) and enhance long-term retention of medical knowledge.Figure 1.Escape room puzzle designTable 1.Escape room feedback via Likert-scale Methods We designed an ID–themed ER for medical students and internal medicine residents (trainees) on the ID service, guided by Kern’s six-step approach to curriculum development. A general needs assessment was obtained via discussion with key stakeholders and literature review. A targeted needs assessment identified high yield board review exam topics and common errors in practical clinical knowledge. Eight learning objectives informed puzzle design covering key topics such as MRSA coverage, lab safety, molecular diagnostic interpretation, and empiric antibiotics (Figure 1). We used a complex game design with sequential and open puzzle structure to maximize the number of puzzles that could be engaged simultaneously and collaboratively by 4-6 team members. The game ended when the final meta-puzzle was completed; all preceding puzzles provided clues required for the meta-puzzle to be solved. No prior ID knowledge was required; all resources were available in-room. The 45-minute session served as the education strategy. Pre- and posttests assessments included questions across 3 categories: material introduced in ER only, lecture only, or both. A post-session Likert-scale survey measured engagement, perceived educational value and facilitating feedback for future improvements.Figure 2.Escape room trainee feedback quotes Results ER activity was implemented in April 2024 with 12 sessions occurring to date. Pilot data shows trainees find the activity a fun, beneficial learning experience based on survey (Table 1, Figure 2). Pre/posttest assessments ongoing. Conclusion Escape rooms are an engaging educational tool for introducing and reinforcing ID learning objectives. The integration of these innovative educational techniques reinforces trainee engagement and fosters more positive perceptions of the ID specialty, which is an important step in building and sustaining a robust ID workforce. Disclosures All Authors: No reported disclosures

Authors

Institutions

Publication Details

Journal
Open Forum Infectious Diseases
Published
2026-01-01
DOI
https://doi.org/10.1093/ofid/ofaf695.162
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

474. Unlocking Knowledge: Designing an Infectious Disease Themed Escape Toom for Medical Student and Resident Education

Jasmine Riviere Marcelin, Benjamin Arbeiter, Evangeline Green, Catherine J Cichon et al.
Open Forum Infectious Diseases
Educational Games and Gamification
article

474. Unlocking Knowledge: Designing an Infectious Disease Themed Escape Toom for Medical Student and Resident Education

Jasmine Riviere Marcelin, Benjamin Arbeiter, Evangeline Green, Catherine J Cichon, Mackenzie R Keintz
article en

Abstract

Abstract Background Serious games like escape rooms (ER) offer immersive, interactive, and effective teaching through cooperative problem-solving and goal-oriented challenges. While ER have primarily been described in the context of medical conferences, their integration into routine medical education may serve as a novel strategy to foster early interest in infectious diseases (ID) and enhance long-term retention of medical knowledge.Figure 1.Escape room puzzle designTable 1.Escape room feedback via Likert-scale Methods We designed an ID–themed ER for medical students and internal medicine residents (trainees) on the ID service, guided by Kern’s six-step approach to curriculum development. A general needs assessment was obtained via discussion with key stakeholders and literature review. A targeted needs assessment identified high yield board review exam topics and common errors in practical clinical knowledge. Eight learning objectives informed puzzle design covering key topics such as MRSA coverage, lab safety, molecular diagnostic interpretation, and empiric antibiotics (Figure 1). We used a complex game design with sequential and open puzzle structure to maximize the number of puzzles that could be engaged simultaneously and collaboratively by 4-6 team members. The game ended when the final meta-puzzle was completed; all preceding puzzles provided clues required for the meta-puzzle to be solved. No prior ID knowledge was required; all resources were available in-room. The 45-minute session served as the education strategy. Pre- and posttests assessments included questions across 3 categories: material introduced in ER only, lecture only, or both. A post-session Likert-scale survey measured engagement, perceived educational value and facilitating feedback for future improvements.Figure 2.Escape room trainee feedback quotes Results ER activity was implemented in April 2024 with 12 sessions occurring to date. Pilot data shows trainees find the activity a fun, beneficial learning experience based on survey (Table 1, Figure 2). Pre/posttest assessments ongoing. Conclusion Escape rooms are an engaging educational tool for introducing and reinforcing ID learning objectives. The integration of these innovative educational techniques reinforces trainee engagement and fosters more positive perceptions of the ID specialty, which is an important step in building and sustaining a robust ID workforce. Disclosures All Authors: No reported disclosures

Open Forum Infectious DiseasesVol. 13(Supplement_1)
Colorado College (US), Colorado Springs School District 11 (US), University of Nebraska Medical Center (US)
Quality Education
Openalex Percentile: Top 93%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.