Proceedings of the 10th International Conference on Computer Supported Education 2018
DOI: 10.5220/0006665501910197
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A Model to Design Learning Escape Games: SEGAM

Abstract: Abstract:This article proposes a methodology to design Serious Escape Games (SEG) for teaching. It describes, through the proposed model, how to approach the various aspects related to this type of activity (constraints, pedagogy, parameterization, tests, background, etc.). The goal of SEG is not only to reinforce the knowledge and skills of students or to acquire them, but also to improve their intuition as to the choice of the skills to be mobilized according to the different situations. This methodology wa… Show more

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Cited by 28 publications
(47 citation statements)
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“…This is remarkable as Nicholson, compares the role of gamemasters to the role of good teachers; only intervene in the process when needed. In our review, some studies describe the nature of the guiding; affirming and encouraging students to work as a team (Carrión et al, 2018), giving instructions (Järveläinen & Paavilainen -Mäntymäki, 2019;Morrell & Ball, 2019), verifying answers and reasoning (Guigon, Humeau, & Vermeulen, 2018;Monaghan & Nicholson, 2017), or checking whether techniques or skills are correctly performed (Adams et al, 2018;Eukel et al, 2017;Franco & DeLuca, 2019;Gómez-Urquiza et al, 2019). In four ERs, staff guided in a way that teams roughly make the same progression, preventing teams to diverge too much, with one team ahead of the others finishing the game and learning process for all teams (Cain, 2019;Guigon et al, 2018;Peleg, Yayon, Katchevich, Moria-Shipony, & Blonder, 2019;Wu et al, 2018).…”
Section: The Teacher's Rolementioning
confidence: 99%
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“…This is remarkable as Nicholson, compares the role of gamemasters to the role of good teachers; only intervene in the process when needed. In our review, some studies describe the nature of the guiding; affirming and encouraging students to work as a team (Carrión et al, 2018), giving instructions (Järveläinen & Paavilainen -Mäntymäki, 2019;Morrell & Ball, 2019), verifying answers and reasoning (Guigon, Humeau, & Vermeulen, 2018;Monaghan & Nicholson, 2017), or checking whether techniques or skills are correctly performed (Adams et al, 2018;Eukel et al, 2017;Franco & DeLuca, 2019;Gómez-Urquiza et al, 2019). In four ERs, staff guided in a way that teams roughly make the same progression, preventing teams to diverge too much, with one team ahead of the others finishing the game and learning process for all teams (Cain, 2019;Guigon et al, 2018;Peleg, Yayon, Katchevich, Moria-Shipony, & Blonder, 2019;Wu et al, 2018).…”
Section: The Teacher's Rolementioning
confidence: 99%
“…The fifteen STEM ERs show a greater diversity in puzzle paths; sequential, path-based and hybrid puzzle paths, see Appendix I The use of a sequential puzzle path is four out of five times explained; students need to work according to a learned sequential analytic or other method (Healy, 2019;Järveläinen & Paavilainen -Mäntymäki, 2019;Vergne et al, 2019), or follow the historical footsteps of a scientist during his discovery and its consequences in time (Dietrich, 2018). The choice for path-based or hybrid structures (Borrego et al, 2017;Ferreiro-González et al, 2019;Guigon et al, 2018;Ho, 2018;Lopez-Pernas et al, 2019;Peleg et al, 2019;Watermeier & Salzameda, 2019) is motivated by the stimulation of active or collaborative learning by means of positive social interdependency. Students need to discuss the relation of the puzzles and build on each other's knowledge by forcing teams alternatively to split and cooperate during the gameplay (Borrego et al, 2017;Craig et al, 2019;Ferreiro-González et al, 2019;Giang et al, 2018;Guigon et al, 2018).…”
Section: Puzzles and Puzzle Structurementioning
confidence: 99%
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