2020
DOI: 10.3390/encyclopedia1010004
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Edu-Escape Rooms

Abstract: Escape Rooms are cooperative games in which players must find clues, solve puzzles, and perform a variety of tasks within a limited time. The goal is usually to escape or leave a room, place, or environment. When the Escape Rooms have a pedagogical purpose, they are usually called Edu-Escape Rooms and can be related to gamification and Game-Based Learning. The potential for student engagement and motivation is one of the main advantages of Edu-Escape Rooms.

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Cited by 34 publications
(31 citation statements)
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“…Team sizes ranged between three to six players, which allowed for the achievement of greater participation and immersion. Small numbers of group size are detected, due to the educational nature of such games and because large group sizes are more difficult to manage [106]. In this context, it would be preferable for designers to design puzzles addressed to less than six players to avoid being disorganized and fail in unlocking the door and escaping.…”
Section: Key Findings and Implicationsmentioning
confidence: 99%
“…Team sizes ranged between three to six players, which allowed for the achievement of greater participation and immersion. Small numbers of group size are detected, due to the educational nature of such games and because large group sizes are more difficult to manage [106]. In this context, it would be preferable for designers to design puzzles addressed to less than six players to avoid being disorganized and fail in unlocking the door and escaping.…”
Section: Key Findings and Implicationsmentioning
confidence: 99%
“…Learning interventions and educational programs of high quality lead to DML. Future research lines could investigate the intersection of DML and behavioral change in blended and distance education with emerging technologies such as extended, cross, augmented, mixed, virtual reality as well as digital games [77], big data and learning analytics [78]. In a macroscopic view, DML is not an end, it is the beginning of passionate engagements of students with domains of knowledge fueled by inspiration through inquiry and experimentation leading to creativity, polymorphic innovation and solutions to pressing problems.…”
Section: Conclusion and Prospectsmentioning
confidence: 99%
“…Source: Moodley, 2018 One game that teachers are exploring incorporating in the classroom is the escape room. The escape room game is based on game-based learning and includes elements of gamification (Duggins, 2019;Grande-de-Prado et al, 2021;Guckian et al, 2020;López-Belmonte et al, 2020). The educational escape games combine the teaching of both hard and soft skills (Sowell, 2020).…”
Section: Figure 1: the Differences Between Gamification And Game-based Learningmentioning
confidence: 99%
“…There are many pedagogical reasons why educational escape games are an attractive approach to learning. In addition to curriculum delivery, they are also suitable for developing many transversal or soft skills (Grande- de-Prado et al, 2021;Guckian et al, 2020;Sowell, 2020;Taraldsen et al, 2020;Veldkamp & Knippels, 2021;Wiemker et al, 2015):…”
Section: Figure 1: the Differences Between Gamification And Game-based Learningmentioning
confidence: 99%
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