2020
DOI: 10.20944/preprints202010.0344.v1
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Educational Escape Rooms: Challenges in Aligning Game and Education

Abstract: This article analyzes the design of MasterMind, an escape room that served as a means of professional development in the use and implementation of online educational tools in academic teaching. Escape rooms have inspired educators all over the world to adapt the popular entertainment activity for education. The time-constrained and problem-based games require active and collaborative participants, which makes an escape room an interesting setting for educators. As there are differences in the settings and goal… Show more

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Cited by 7 publications
(12 citation statements)
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“…Other than Van der Linden's framework, this model does not focus on the gameplay as such but describes the participants' transition from the real world into the game world and back. Hence, Veldkamp et al (2021b) combined the frameworks covering all three design challenges in one framework for educational escape rooms, see Figure 4.2. In the context of this escape room, the expected outcome was a persuasive goal, it can be assumed that a similar structure applies to learning goals.…”
Section: Theoretical Grounding Of Educational Escape Roomsmentioning
confidence: 99%
See 4 more Smart Citations
“…Other than Van der Linden's framework, this model does not focus on the gameplay as such but describes the participants' transition from the real world into the game world and back. Hence, Veldkamp et al (2021b) combined the frameworks covering all three design challenges in one framework for educational escape rooms, see Figure 4.2. In the context of this escape room, the expected outcome was a persuasive goal, it can be assumed that a similar structure applies to learning goals.…”
Section: Theoretical Grounding Of Educational Escape Roomsmentioning
confidence: 99%
“…Figure 4.2 An educational game design framework for escape rooms, focussing on the three main challenges 1) the participants' transition from the real world to the game world, 2) the alignment of game design aspects and educational aspects, and 3) the transfer from attained experiences and knowledge back into the real world (Veldkamp et al, 2021b). The framework is developed in a persuasive game context, in our context this will be replaced by a learning goal.…”
Section: Theoretical Grounding Of Educational Escape Roomsmentioning
confidence: 99%
See 3 more Smart Citations