Virtual escape room as a gamification strategy in active learning in nutrition
Keywords:
active learning; gamification; health education; higher education; motivation; nutritionAbstract
Introduction: Higher education in health requires active methodologies that promote meaningful learning and professional skill development. Gamification through virtual escape rooms has been proposed as an innovative strategy to enhance student motivation and engagement.
Objective: To evaluate students' perception of the implementation of a virtual escape room as a gamification strategy in active learning in nutrition.
Methods: A quantitative, descriptive, cross-sectional study was conducted with 50 nutrition students from two cohorts (2024 and 2025). A structured questionnaire assessed usability, disciplinary integration, learning, and teacher support. Descriptive statistics, Student's t-test for independent samples and, for categorical variables, the chi-square or Fisher's exact test, as appropriate, were applied, with a significance level of p < 0.05.
Results: The 2025 cohort scored higher across all evaluated dimensions, with statistically significant differences in most items (p < 0.05): usability, active learning (motivation, dynamism, and student engagement), and teacher support. For disciplinary integration, the difference was significant for content application, whereas overall content coverage and digital skills did not reach significance.
Conclusions: The virtual escape room is perceived as a favorable gamification strategy to support active learning in nutrition students. Its implementation is associated with greater motivation, content integration, and competency development in health education.
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