2020
DOI: 10.5195/palrap.2020.220
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Flip It and Break It: Using Flipped Lessons and Breakouts to Energize Learning

Abstract: Flipping the classroom using instructional videos and creating escape room style breakout activities are instructional strategies that can enliven classroom learning experiences. Combined they can enhance the one-shot information literacy session by increasing instructional time and engaging learners in a hands-on activity that promotes critical thinking skills, knowledge application, collaboration, and research resiliency. This article follows the continuing evolution of an experiment with using breakout styl… Show more

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Cited by 2 publications
(3 citation statements)
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“…Eukel and Morrell (2021) propose a six-stage escape room design cycle, comprising design, pilot, evaluate, redesign, re-evaluate, and iterate phases, to optimize student learning, achieve curricular alignment, and support continuous improvement. Testing during the pilot and redesign phases is particularly important when an escape room incorporates live, dynamic data in its challenges (Kroski, 2020;Pennucci, 2020). Martina & Göksen (2020) offer complementary design elements for escape rooms in experiential entrepreneurship education, including learning outcomes related to "self-awareness and self-efficacy," "initiative, motivation, and persistence," and "financial and economic literacy" (p. 5).…”
Section: Game-based Learning and Escape Room Pedagogymentioning
confidence: 99%
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“…Eukel and Morrell (2021) propose a six-stage escape room design cycle, comprising design, pilot, evaluate, redesign, re-evaluate, and iterate phases, to optimize student learning, achieve curricular alignment, and support continuous improvement. Testing during the pilot and redesign phases is particularly important when an escape room incorporates live, dynamic data in its challenges (Kroski, 2020;Pennucci, 2020). Martina & Göksen (2020) offer complementary design elements for escape rooms in experiential entrepreneurship education, including learning outcomes related to "self-awareness and self-efficacy," "initiative, motivation, and persistence," and "financial and economic literacy" (p. 5).…”
Section: Game-based Learning and Escape Room Pedagogymentioning
confidence: 99%
“…Valued for their ability to facilitate critical thinking, inquiry, and search persistence, escape rooms are used as learning activities in library orientations and to enhance information literacy instruction (Davis, 2019;Kroski, 2020;Pennucci, 2020;Pun, 2017Pun, , 2020Urban, 2019). Educational escape rooms in library instruction can incorporate real information artifacts--such as patents and 10-K filings--and may assuage library anxiety (Davis, 2019).…”
Section: Escape Rooms In Library Instructionmentioning
confidence: 99%
“…These students were given the opportunity to participate in a gamified experience designed to promote significant ICT use. The objective of the gamified practices was double: on the one hand, it was intended to provide an entertaining review of thitherto seen course content; on the other, it was designed to provide students with ideas that they could eventually incorporate to their own teaching (Castillo Rodríguez & Torrado Cespón, 2020;Pennucci, 2020). For the authors of the present paper, the objective was to test the relevance and motivational efficiency of ludic methodologies through ICT use in an online higher education context.…”
Section: Introductionmentioning
confidence: 99%