Evidence Based Practice in Healthcare: An Online Escape Room Game

Evidence Based Practice Project


The EBPGAME Evidence based practice in healthcare: an online escape room game project is a Strategic Partnership of six european Higher Education Institutions and Partner organization Innopixel in the framework of the Erasmus+ program


Project Nº:
2023-1-BE02-KA220-HED-000159585

Funded by the EU

Project Duration:
36 months | November 2023 – October 2026

Next BlueGeneration gameplay - Innopixel
Next BlueGeneration gameplay - Innopixel
Next BlueGeneration gameplay - Innopixel
Next BlueGeneration gameplay - Innopixel

Our Goals & Objectives

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.

How it will work

Four work packages (WPs) will ensure the fulfilment of objectives:

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.

The following objectives are intended:

  • Describe the teaching models of EBP across the Partner EU countries, and explore how EBP is embedded in the participating HEI’s curricula
  • Develop an online escape game, by involving target groups (students, educators, professionals) in game development
  • Test the game for relevance, user satisfaction and impact on EBP knowledge
  • Develop supporting material on implementation of EBP in classes and clinical practice
  • Embed the game in curricula of the partner HEI’s
  • Disseminate the results to create awareness and impact within and beyond the Partners

What is Evidence-Based Practice (EBP)?

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.



Why EBP Education Matters?

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

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.

The Sackett Model of EBP – A Practical Framework

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:

  • Formulating a clinical question
  • Critically appraising the evidence
  • Applying the evidence in clinical decision-making
  • Evaluating outcomes and fostering continuous improvement

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.



How the Project applies the Model

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:

  • Identifying the health problem and formulating the PICO question
  • Generating evidence (via research, expert input, and clinical discourse)
  • Synthesizing evidence (systematic reviews, evidence summaries, and guidelines)
  • Implementing evidence into practice
  • Evaluating both clinical and process outcomes

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.

Meet the team

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Ellen Westhof

Registered Nurse (RN) and Master of Science (MSc)

Lecturer in evidence-based practice and clinical simulation at the University College Leuven-Limburg (UCLL) in Belgium. She conducts research at the department of Health innovation with the focus on gamification in education and evidence-based practice. She is also the coordinator of the Erasmus and international internships for the nursing education at UCLL.

Lemmens Evi

PhD in Biomedical Sciences

Lemmens Evi is currently employed at UCLL University of Applied Sciences as researcher of the Centre of expertise Health Innovation, and as lecturer in the nursing and midwifery program. She obtained a PhD in Biomedical Sciences in 2008 from Maastricht University, the Netherlands. In 2017, she also obtained the Certificate of Pedagogical Competence. As a researcher, Evi has been coordinating or participating in several projects in the domain of elderly care and evidence-based practice, innovative technology for healthcare, blended learning, etc.

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Ruth Leven

To be added

To be added

Laura Verbeyst:

Researcher

Studied Nutrition and Dietetics at UCLL in Leuven and obtained a Master of Science in Health Promotion at UGent. Since 2017, she works as a researcher at the Centre of Expertise Health Innovation and teaches in the Nutrition and Dietetics programme (UCLL). She is also a member of the Evidence-based committee of the professional association of dieticians.

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Carmen Queiros

Registered Nurse

Introduction PhD. She is a Core Staff member of Portugal Center for Evidence-Based Practice-the Joanna Briggs Institute Center of Excellence at the Nursing School of Coimbra's Research Unit in Health Sciences: Nursing. She used to work as a rehabilitation nurse specialist at the Centro Hospitalar Universitário do Porto. Her research is in the Medical and Health Sciences, focusing on Nursing.

Cânia Torres

Adjunct Professor

Adjunct Professor at CESPU since 2018 and a Specialist Nurse in Child and Pediatric Health since 2008. She also has a master's degree in Health Services Management, focusing on the Barriers and Facilitators to the Implementation of Evidence-Based Practice in Health Organizations. She also holds a speciality in Clinical Research and Health Services from the University of Porto's Faculty of Medicine. Cânia Torres is a doctoral student at the Abel Salazar Institute of Biomedical Science at the University of Porto, researching to develop an Evidence-Based Practice Model in Child and Family Care.

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Małgorzata Stefaniak

Advanced Midwife Practitioner

Postdoctoral researcher, an Advanced Midwife Practitioner & Assistant Professor in midwifery at Department of Obstetrics and Gynecology Didactics at Medical University of Warsaw, Faculty of Health Science. A Mentoring Programs Coordinator at Medical University of Warsaw. An European Co-chair of the Nursing Now Challengers Committee.

Łukasz Czyżewski

Registered Nurse

Postdoctoral researcher, an Register Nurse. MD, PhD hab., Vice-Dean of the Medical University of Warsaw Faculty of Health Sciences, head of the Geriatric Nursing Institute Medical University of Warsaw, Faculty of Health Science.

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Tomasz Duda

Psychologist

Psychologist, specialist in quality of life for older people. Long-term expert of the Social Dialogue Committee on Older Persons and Veterans. Trainer of the dialogue methodology of the Nansen Center for Peace and Dialogue.

Niina Glerean

PhD researcher

(PhD researcher, MSc, PHN, RN) Niina is a senior lecturer and academic mobility coordinator at Laurea UAS. Her expertise is in public health nursing, nursing of the vulnerable groups and global health issues and she has more than 10 years' experience from the nursing field. In Laurea UAS, she works as a lecturer in nurse education.

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Tanja Hakkarainen

Doctoral researcher

(Doctoral researcher, MSc, RN) Tanja is senior lecturer at Laurea UAS. Her expertise is in acute nursing care and she has many years work experience from accident and emergency departments and a 10 years’ experience in teaching. At Laurea, she is a senior lecturer specialized in emergency patient care, clinical nursing skills, simulation pedagogy and tutoring.

Carla Quesada Pallares

Researcher

PhD, Department of Applied Pedagogy, Research group and innovation in designs (GRID). Technology and multimedia and digital application to observational designs.

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René Bigum

CTO

Has been developing educational games and virtual reality for the past 10 years, since graduating Game College (Grenå, Denmark) where he studied game design. His focus was on 3D modelling and sound engineering. René also holds an AP degree in multimedia design from University College Lillebælt in Odense, where he worked with creating gamebased solutions with educational purposes.

Henrik Herlev

COO

Has been leading XR, AI, and interactive media projects across culture, education, and industry for the past five years. As COO of Innopixel, Henrik specializes in project management and concept development, bridging creative technology with strategic partnerships. His work spans VR training simulators, AR learning tools, and 3D digital games, combining technical insight with a focus on innovation and cross-sector collaboration.

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.