Project Nº:
2023-1-BE02-KA220-HED-000159585
Project Duration:
36 months | November 2023 – October 2026
Project Nº:
2023-1-BE02-KA220-HED-000159585
Project Duration:
36 months | November 2023 – October 2026
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The project aims to develop and test an online escape room game to gain knowledge about evidence-based practice (EBP) in healthcare. The game is targeted to healthcare professionals, students and teachers and it is an innovative way to train EBP skills, and to bridge the gap between theory and practice.
The main idea is to set up a COIL (collaborative online international learning) with all the involved partners and let students participate in the online escape rooms in multicultural groups. This will not only boost the EBP skills of students, but also teamwork and multicultural competences.
WP1 will be in charge of Project Management, under the coordination of University Colleges Leuven-Limburg of Belgium. Main objective of the WP (overall): to perform efficient and persistent management of the project, by monitoring of the project’s progress, outputs and budget.
WP2 will be dedicated to innovation, exploration and development of the online EBP escape game. Main objective of the WP (overall): To develop an online escape game to teach the 5 steps of evidence-based practice (EBP) in healthcare professions.
WP3 will enhance to pilot testing of the online EBP escape game and evaluation of the educational value of the game. Main objective of the WP (overall): To assure that the developed EBP escape game can be used to learn the 5 steps of EBP by each ‘player’ (beyond health profession, culture, diversity and inclusivity).
WP4 deals with communication, dissemination and exploitation of results. Main objective of the WP (overall): To disseminate the EBP escape game and project results outside the partner consortium, to homogenize EBP training and increase sustainability of the escape game.
The overall goal of the project is to develop an online escape game to gain knowledge about evidence based practice (EBP) to implement EBP in classes and clinical practice. By doing so, the project will create a safe, entertaining method to train healthcare professionals in assessing clinical situations by applying EBP, provide a way to emphasize on the need of EBP in practice, as well as improve students’ and professionals’ perception towards – and appreciation of – EBP in practice.
Evidence-Based Practice (EBP) is a systematic approach to clinical decision-making that integrates the best available research evidence, clinical expertise, and individual patient preferences. EBP helps ensure that healthcare decisions are not only scientifically sound but also meaningful, feasible, and appropriate for diverse patient populations and care settings.
Despite the growing awareness of EBP´s value, many healthcare professionals still report difficulties applying it in daily practice. They often struggle with literature searches, critical appraisal of evidence, and practical implementation. As a result, there is a strong and growing demand for more effective, engaging, and structured EBP education—especially in initial training and professional development.
Studies show that although healthcare professionals generally hold positive attitudes toward EBP, many lack confidence in their ability to use it effectively. This gap between theoretical knowledge and practical application hinders the integration of EBP into clinical routines. Moreover, educational programs often focus more on technical skills and theoretical knowledge, dedicating insufficient attention to developing clinical reasoning, critical thinking, and decision-making.
Educators and academic institutions therefore play a crucial role in designing learning experiences that support EBP as an everyday, usable skill. The use of interactive teaching methods—such as case studies, journal clubs, workshops, and problem- based learning—has been shown to increase student engagement and deepen understanding of EBP content and relevance.
The EBP Game project aims to address these educational challenges by developing an interactive, game-based learning tool designed to improve EBP competencies among healthcare students. The game is grounded in the widely recognized Sackett Model of Evidence-Based Practice (1997), which offers a clear, five-step structure for implementing EBP in clinical settings.
The project will serve as an international center for EBP teaching and learning, integrating the game into the curricula of partner higher education institutions (HEIs) and promoting its adoption across the European academic space.
Sackett’s five-step model is widely used in clinical education and quality improvement initiatives. It offers a practical, replicable structure while allowing for clinical judgment and ethical sensitivity.
The five steps are:
This model promotes lifelong learning, professional accountability, and patient- centered care. Its adaptability makes it especially suitable for use in gamified and experiential learning formats.
The EBP Game project builds on Sackett’s structure, adapting it into a realistic and engaging educational scenario. The following five key steps serve as the game’s foundation:
This approach ensures that players not only learn EBP theory but also practice applying it in a realistic clinical setting, developing both competence and confidence.
Co-funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or CINEA. Neither the European Union nor the granting authority can be held responsible for them.