2016
DOI: 10.3402/rlt.v24.30089
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CrashEd – A live immersive, learning experience embedding STEM subjects in a realistic, interactive crime scene

Abstract: Interactive experiences are rapidly becoming popular via the surge of 'escape rooms'; part game and part theatre, the 'escape' experience is exploding globally, having gone from zero offered at the outset of 2010 to at least 2800 different experiences available worldwide today. CrashEd is an interactive learning experience that parallels many of the attractions of an escape room Á it incorporates a staged, realistic 'crime scene' and invites participants to work together to gather forensic evidence and questio… Show more

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Cited by 20 publications
(21 citation statements)
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“…If compared to medical DEERs, STEM games describe more social skills, such as collaboration and cooperation, problem-solving skills, and skills of the 21st century, such as team-building and creativity. For STEM DEERs, the rationale for communication and team-building is their role in collaborative and team-based environments to foster a deeper understanding of related content [42,83]. In medical and natural science DEERs, the learning goals seem to be more cognitive and affective-oriented.…”
Section: Learning Goalsmentioning
confidence: 99%
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“…If compared to medical DEERs, STEM games describe more social skills, such as collaboration and cooperation, problem-solving skills, and skills of the 21st century, such as team-building and creativity. For STEM DEERs, the rationale for communication and team-building is their role in collaborative and team-based environments to foster a deeper understanding of related content [42,83]. In medical and natural science DEERs, the learning goals seem to be more cognitive and affective-oriented.…”
Section: Learning Goalsmentioning
confidence: 99%
“…Reference [77] attributes this to time constraints. Sometimes, they also act as social facilitators and encourage groups of students to collaborate and support them in their effort to escape from the room [68,83]. Additionally, we noticed the technical function of instructors, since they appear to be eager to provide answers about the process and support game methodology [20].…”
Section: Educator's Rolementioning
confidence: 99%
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“… Vörös and Sárközi (2017) used escape room in order to teach Fluid Mechanics. With pre-university students, Bassford et al. (2016) created a scenario-based learning experience in order to engage young people in STEM courses by investigating a traffic accident and Batzogiannis et al.…”
Section: Introductionmentioning
confidence: 99%
“…Studies revealed that gaming in education intertwines well with embodied learning environments. Its learning materials encourages hands-on learning experience (Bassford, Crisp, O'Sullivan, Bacon, J. & Fowler, 2016) that promotes student-centred learning (active learning), captures learners' engagement, and stimulates their motivation to learn (Clarke, Peel, Arnab, Morini, Keegan, & Wood, 2017;Humphrey, 2017).…”
Section: Game-based Learning In Educationmentioning
confidence: 99%