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Designing educational escape rooms: validating the Star Model

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Escape games have become popular nowadays. Groups of people are locked inside riddles-filled rooms and have to work their way out finding clues and solving puzzles. While being fun for groups or team building, escape games have a great educational potential, which can be capitalized if teachers integrate them in their professional activities. In this paper we introduce the Star Model, a tool for teachers to design and play their own educational escape rooms, which was built on top of previous literature and experiences. We present and discuss its validation through a pre/post survey involving 50 primary secondary school teachers who participated in a course about educational escape rooms. The model validation suggests that the Star Model can be proposed as a valid tool for educational escape rooms design.
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pag. 41
Designing educational escape rooms: validating the
Star Model
Luca Botturi, Masiar Babazadeh
Scuola universitaria professionale della Svizzera italiana, Dipartimento formazione
e apprendimento
luca.botturi@supsi.ch, masiar.babazadeh@supsi.ch
Abstract
Escape games have become popular nowadays. Groups of people are locked inside
riddles-filled rooms and have to work their way out finding clues and solving puzzles.
While being fun for groups or team building, escape games have a great educational
potential, which can be capitalized if teachers integrate them in their professional activ-
ities. In this paper we introduce the Star Model, a tool for teachers to design and play
their own educational escape rooms, which was built on top of previous literature and
experiences. We present and discuss its validation through a pre/post survey involving
50 primary secondary school teachers who participated in a course about educational
escape rooms. The model validation suggests that the Star Model can be proposed as a
valid tool for educational escape rooms design.
Keywords: Educational escape rooms, teacher education, game design, model, validation.
1 Introduction and Motivation
Escape rooms (ERs) are an entertainment phenomenon that became increasingly popular in
the early 2010s and can nowadays be found in many cities around the world [1]. Teams,
usually of 4 to 8 players, are locked in a puzzles-filled room: their goal is to exit the room
within a limited amount of time by solving puzzles. Escape rooms are usually developed
around a theme or a narrative, with puzzles of different kinds – riddles, matching, calculations,
etc. – and can be implemented with physical items (e.g., padlocks, chains, etc.), on the web,
or with Augmented Reality (AR) or Virtual Reality (VR) systems. ERs are usually played by
groups of friends for fun or as a team building activity.
Such format can also be effectively applied to education, both in formal and informal
settings, and it has come to represent a new area in the serious games domain. Both the
theme/narrative and the puzzles can support the achievement of specific subject-related learn-
ing goals through the gameplay [2]. Besides, ERs also enhance the development of soft (or
transversal) skills [3] making them an interesting and versatile tool to be used in a classroom
context in order to develop critical and creative thinking, communication, and collaboration
skills, along with problem solving, time management, and resilience.
As for any new educational practice or tool, the key for the actual integration of ERs
in schools is teacher education. In order to exploit the learning potential of ER, teachers
should be able to understand how ERs work both for playing ready-made ERs in class, and
for designing their own ones in case they wish to, or even engaging in ER design with their
pupils. This paper is about a design model conceived to support the integration of ERs in
education, and its validation with 50 secondary school teachers.
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Before proceeding further, it is important to point out that the design and implementation
of ERs requires different tools and objects, and a dedicated space, which are not always avail-
able in a school setting. For this reason, in many instances, escape boxes provide a feasible
alternative to leverage on a similar (even if less immersive) gameplay in a more sustainable
fashion [4]. The model presented in this paper can be easily adapted to escape boxes.
The paper is structured as follows. In Section 2, we provide a summary of the current
literature on the topic. In Section 3 we introduce the Star Model, illustrating its logic and
consistence from a theoretical point of view. In Section 4, we present the methods and results
of the validation. Finally, in Section 5, we draw some conclusions and outlooks.
2 State of the Art
The exploitation of ERs as a new game-based learning format is a recent topic, and has been
analyzed by few studies, which introduced the concept of Educational Escape Room (EER).
Most published studies are informal or case-based [5]. For example, an EER activity in
Higher Education has been presented in [6], where the authors study the use of a toolbox
gaming strategy based on ER concepts to help students learn about cardiovascular medica-
tions in a Pharmacology course. The results of a test with the course participants encourage
further research about non-traditional learning activities such as escape games. Another case
related to medical studies has been presented in [7], where the authors show the design and
implementation of a vascular surgery-themed EER. The results of the tests carried out with
small groups of participants suggest that the pilot project created a new learning experience
by combining puzzles, riddles, and manual techniques. Both studies lack to show the actual
evaluation methodology and the model that guided the EER design.
A similar activity is shown in [8], where authors proposed a Physics-themed escape room
for high school students. The presented puzzle aimed to teach students about the physics of
fluids, a topic often left out in the authors’ high school curriculum. Through the use of a
Kahoot quiz, authors gathered feedback from the participants. The paper reports an engaging
and "flow"-inducing activity [9] that was well perceived by students and that also helped them
understand physics concepts. The paper does not clearly state which model was used to design
the EER that was presented.
In [10] the authors investigated whether escape games can be used as a teaching tool in
the context of educational robotics by developing and testing an escape game with Thymio
robots. Participants with a wide age range had to learn how to program a Thymio in order
to successfully escape the room. The results of the preliminary tests suggest that escape
games provide a favorable framework for educational robotic activities, claiming that it puts
collaborative learning and self regulation into practice. Another example of EER aimed to
teach programming can be found in [11], where authors present a paper- and computer-based
escape game experience in Higher Education. Neither study indicates if a model was used to
design the presented EERs, or if it was based on prior ER experiences.
The survey presented in [12] summarizes the state of the art of EERs activities by analyz-
ing 68 papers published in the decade 2009-2019. Interestingly, the number of articles on this
topic started skyrocketing in 2017. The results provide a general overview of the current re-
search, by showing metrics on game type, location, team size, time limit, advantages and chal-
lenges, and highlight the potential of EERs in supporting teaching and learning. The authors
indicate that most of the surveyed EERs report powerful engagement/enjoyment/motivation,
along with teamwork and social interaction. One-third of the studies also report a generic
learning gain. While most of the research on EERs focuses on the evaluation of ERs in educa-
tion – namely on their impact on motivation and on the development of subject-matter-related
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ISSN: 2384-8766
Vol. 7, Issue 3, September 2020
http://dx.doi.org/10.17083/ijsg.v7i3.367
L. Botturi and M. Babazadeh, Designing educational escape rooms: validating the Star Model pag. 43
competences and life skills – many studies suffer from poor evaluation (e.g., the lack of a
control group) and small sample size [12]. The authors suggest that further studies in the
evaluation and debriefing of EERs would therefore be beneficial.
Such an approach is definitely relevant, but it only tells part of the story: as any instruc-
tional device or approach, the evaluation of EERs cannot be separated from their design.
Indeed, an EER will only be effective if it has been properly designed, developed and imple-
mented, and not just from its "being an EER" (whatever it would mean in practice). Under
this respect, the EscapED framework [13] aims to support the creation of EER and interactive
gaming experiences for staff and students in Higher Education. The framework provides an
ordered list of six main steps that can be followed during the design and development phase,
and includes an evaluation phase. After conducting a pilot trial, the authors conclude suggest-
ing there are significant reasons to explore such game-based learning activities. The present
work can be considered an elaboration and extension of EscapeED.
Finally, it is interesting to notice that most of the current body of research regarding
ERs in education focuses on post-compulsory education, i.e., high-school or university ed-
ucation [12], especially in Healthcare, Natural Sciences, Social sciences and in relation to
Digital technologies. Nonetheless, EERs are being used in compulsory education as well [4],
and for basically all subjects. The present work stems from the application of ER in primary
and secondary education.
3 Framing educational escape rooms: the Star Model
This study stems from School Break (http://www.school-break.eu), a project funded under
the Erasmus+ Programme, which is about the development of tools, training, and exemplary
materials for fostering the uptake of EERs in secondary education. As part of its activities, the
SchoolBreak team developed 3 teacher handbooks [14] [15] [16] and a set of EERs on various
curriculum-related topics, distributed freely on the project website in different languages.
One of the major concerns of the project was to outline a training program to enable pre-
service and in-service teachers to (a) use EERs in their classes; (b) design their own EERs;
and (c) design ERs with their students. This required a conceptualization of the key elements
of an effective EER, which were then framed into a design model to be used as advance
organizer [17] in the training program. The model was labelled Star Model, and we asked
ourselves if it was understandable, usable and if teachers actually used it. This paper reports
our efforts to validate the Star Model with data collected from 50 pre-service and in-service
teachers.
How can we describe an educational escape room in terms of design? What are the el-
ements that we should think of, develop and match with one another in order to generate an
effective and engaging game-based learning experience? As for all game-based learning ex-
periences, the design of an EER blends together elements from game design and instructional
design, in order to generate an original game cycle geared to learning [18].
ER and EER design is a novel field, in which only few specific tools are available. For
example, [19] reports using a generic experience design model to steer the development of a
commercial ER, but most studies focus on the assessment of EER without providing elements
about their design, such as [7, 8, 10, 11, 20–22]. To the extent of our knowledge, so far only
the recently published EscapED model [13] provides an explicit design tool for EERs – and
indeed it offered a sound starting point for us as well. This model include a sequence of 6
elements that generate a design process: participants, objectives, theme, puzzles, equipment
and evaluation. EscapED was never fully validated, but assessed through the feedback of
8 players of an EER designed with the model, and then through the account of an external
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Learning Designer that applied it. Our first experience both in the design of EERs and in
teacher education were also based on EscapED, and four issues emerged:
1. Designing ERs is not only about combining a theme or narrative with puzzles, but
also creating a meaningful structure or flow through which the players proceed during
the game. In the game design literature this is usually called game-flow [23], and it
becomes even more important in ER were groups are supposed to work together, as it
is often the case in a class setting. Moreover, Nicholson’s work emphasized the range
of different game-flows that can give shape to ERs [24], an element which we thought
should be proposed to novice teacher-designers as a central design decision.
2. Serious games literature has emphasized the role that debriefing has in completing the
learning cycle: the debriefing is where in-game learning emerges and becomes aware.
In the EscapeED model, "reflection" only appears as part of the Evaluation element,
and its importance is reprised in the game developer report included in the paper.
While it is clear that the feedback that can be collected from the debriefing is relevant
to the evaluation of an ER, just like any evidence about actual learning (e.g., the results
of a test), in our experience the debriefing requires a careful and separate design from
the evaluation and, from the teacher’s point of view, it represents an activity with a
distinct finality (i.e., helping pupils to complete their learning cycle vs. evaluating the
game-based learning activity).
3. ERs in school setting often have to take time, space, resources and other constraints
into account. Such elements were present in EscapED, but were scattered across the
Participants and Equipment elements, so that we felt they were not given the required
emphasis.
4. Finally, while iteration items are included in the Evaluation element, the presentation
and graphical visualization of EscapED suggests a linear process, which we felt was
not realistic. In our experience the design process can start from any element, and often
moves back and forth trying to achieve a balance, seldom following a purely linear
pattern. This is also the conclusion of the decade-long debate around Instructional
Design models [25]: a design model helps keeping consistency, but can make design
ineffective and frustrating if it suggests too rigid an approach.
Our model, which we labelled Star Model because of its visualization and which is illus-
trated in Figure 1, is a proposal to overcome such limitations without missing all the insights
gained with EscapED. The Star Model suggests non-linearity and interdependence among its
five game elements and four context elements, which are organized in two distinct layers. It
was specifically designed to offer teacher guidance in EERs design.
3.1 Game elements
From a design point of view, an EER is a game composed of five key elements, represented as
the points of the star. Four of them are proper of entertainment ERs, while the fifth element
introduces the learning dimension [5].
(1) The Narrative is the story heartbeat that pulses life into the game. The narrative pro-
vides an overarching theme that – if consistently developed – can support the immersiveness
of the experience and promote engagement. The narrative should assign an active role to the
players, who are not just spectators [26], and it also suggests the ER mode or type: escaping
a prison, solving a mystery, liberating hostages, etc. The narrative (or theme) is a key feature
to support meaningful play [23], i.e., a game in which "puzzles and tasks are not simply there
to be barriers to winning the game, but each challenge has a purpose and is tied into the larger
narrative, giving the player a way to find meaning in their actions." [2]
(2) The Game-Flow describes the structure of the game experience for the players. Typi-
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ISSN: 2384-8766
Vol. 7, Issue 3, September 2020
http://dx.doi.org/10.17083/ijsg.v7i3.367
L. Botturi and M. Babazadeh, Designing educational escape rooms: validating the Star Model pag. 45
Figure 1: The Star Model
cally, an ER has different phases (an introduction into the escape room "world" and narrative;
an exploration, solving different puzzles to get a code, unlocking a big challenge, etc.). Activ-
ities within an ER can be sequential or parallel or follow more complex patterns [27]. While
commercial ERs are usually designed for a few people that play collaboratively [24], EERs
are often designed to host classes of up to 20+ students. Groupings are part of the game-flow
design. When multiple players or groups play an ER, they can be competitive and/or collabo-
rative. Of course, as a teacher, ensuring active participation of everyone within groups is very
important [4].
(3) Solving an escape room means solving a set of Puzzles, which are the "tools" of an
ER [28]. Finding objects in a room, breaking a code, translating sentences, doing math,
building objects from components, programming, etc. Different types of puzzles can be found
in ERs [4]: (a) cognitive puzzles, that require thinking skills and logic, are probably the most
commonly used [29]; (b) physical puzzles, that require body movements or manipulation; and
(c) metapuzzles, i.e., puzzles which bring together results from the other ones, and are often
connected to the narrative in key points of the gameplay. Matching puzzles to learning goals
is often the hardest challenge in EERs design. Also, puzzles should be clear, i.e., they should
look like items that require a solution, and provide a clear feedback when solutions (correct
or incorrect) are tested. The provision of specific hints and or hint rules (when should a hint
be given? How?) is also part of puzzle design [30].
(4) An escape room materializes into a set of coordinated Equipment items, physical
and/or digital. They include (a) the room itself as a space; (b) the items that generate the
narrative, e.g., a video introduction or printed documents, or props that embody the theme
or setting; and (c) the elements that implement the mechanics of the game, and that should
be manipulated in order to solve the puzzles (crosswords, riddles, sudokus, hidden clues,
etc.), including technological elements (a projector, lights, loudspeakers, etc.), lockers or other
blocking elements (padlocks, chains, passwords, etc.), a stopwatch, etc.
These four elements describe a generic, leisure or educational, ER. When an ER is specif-
ically designed as an educational activity, one additional element comes into play, namely:
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(5) The envisaged Learning process, which is actually the reason of existence of an EER.
This entails (a) the targeted learning outcomes in terms of (extra-)curricular content, (inter- or
multi-) disciplinary competences, and soft skills; and (b) the expected learning process, e.g.,
how the learning should take place. Is the content to be learned part of the background story?
Are specific competences developed through puzzle solving? Etc. Within the Star Model we
attribute this element a broader meaning than the objectives in the EscapeED model [13].
As with any game, all elements should be consistent with each other: if each element has
a reason for being part of the game experience [2], this will make the escape room interesting,
engaging, and effective. During the design process, the five elements should connect to each
other to form a seamless experience. For example, the puzzles in an ER should be consistent
with the storyline, and their solution should carry it meaningfully forward; also, puzzle and
narrative should support learning; etc.
Nonetheless, they are also independent, i.e., each one of them can be (at least partly)
changed without necessarily requiring to change the others. For example, a designer might
decide to change a single puzzle (e.g., after a revision): the new puzzle should of course match
the narrative and the props, but in principle that would not necessarily require major changes;
or, to adapt the game-flow to multiple groups without changing the narrative and learning el-
ements. For those familiar with game design, these elements correspond to traditional game
design elements [23]: the narrative/theme corresponds directly, the game-flow corresponds
to the game design, the puzzles correspond to the game mechanics, and the equipment cor-
responds to the game interface. The elements and their interrelations can be understood as
design layers [31].
3.2 Context elements
While the five game elements generate the inner design of a game, the design of an EER should
be informed by its context. The Star Model defines four relevant dimensions that should be
analysed before starting the design process and that influence all the above-mentioned design
elements.
(1) The Players, who are often students, and have specific characteristics (demographics,
attitude towards the subject matter or content, attitude towards playing for learning, etc.), and
that can be of a specific number (e.g., classes of 15, or 20, or 25 students). Understanding your
players corresponds to the regular "learner analysis" included in most Instructional Design
models [25].
(2) Possible time and space Constraints, which are usually quite tight in a regular school
setting; e.g., available space (the room might be small; or there might be multiple rooms
available), or time (e.g., if the escape room must be played within a specific school period), or
the availability of specific equipment, etc. The learning outcomes themselves also constrain
the content of the escape room, for example because they have to match the curriculum (which
is also a form of design constraint). This can be intended as a "context analysis".
(3) How designers intend to conduct the Evaluation of the escape room. This is different -
even if complementary - to the evaluation of the learning that takes place in the escape room.
Arnab and Clarke [32] understand evaluation as a main component in game-based learning
development: designers should identify specific moments to observe, or specific artefacts to
collect and analyse afterwards, or specific questions or feedback to be collected from players
after the game.
(4) Finally, the Debriefing is a key (but often overlooked [5, 12]) after-game phase in
which the learning cycle is completed [33], and the playing experience is connected to the
learning context. In fact, after the game rush, players should be made aware of the learning
that occurred during the gameplay, and should be helped to connect it to prior learning and to
International Journal of Serious Games
ISSN: 2384-8766
Vol. 7, Issue 3, September 2020
http://dx.doi.org/10.17083/ijsg.v7i3.367
L. Botturi and M. Babazadeh, Designing educational escape rooms: validating the Star Model pag. 47
the broader learning process in which the EER is included.
3.3 A process for educational escape room design
Designing an (educational) escape room is not an easy task: a room has many components and
their interrelatedness might seem to be a formidable challenge for novices. The Star Model
presented above provides a map of the territory, but does not suggest any specific path to be
followed. While a generic reasonable and effective design process can be devised (and should
be tentatively followed), any design activity will inevitably move back and forth from one
element to the other, striving to follow inspiration and ideas (which may come from any point
and at any time), and at the same time to keep the overall design consistent.
In principle, as suggested by most Instructional Design models (e.g., [25]) the design of an
EER should start from the definition of the expected learning outcomes (Learning) in relation
to the potential Players and from the identification of Constraints (time, space, staff available).
The designer should then find a core theme or Narrative, and within that narrative develop a
suitable Game-Flow (defining groupings, phases, etc., e.g., by drawing a map of the ER) and
then proceed to develop the Puzzles. Specific Equipment (both technical and props) will be
defined as the design moves along. Finally, the Debriefing should be carefully designed. As
mentioned, this is where the learning part of an EER emerges, is made aware and connected
to the actual goal of the experience. Reflection – both on how the players played the game
and on the game content – is therefore crucial.
It is impossible to overstate the importance of play-testing in this process [28]; players
never behave as you expect them to and it is only by having your game played over and over
that you will be able to create a robust EER. Play-testing at all stages, as neatly exemplified
in [4], is absolutely crucial in order to develop a game that is both educational and fun to
play: testing the individual puzzles, paper prototypes and the full game at different stages
will provide important feedback to improve the design. As for any game, play-testing is also
fundamental in order to achieve game balance and playability [34]. Experience tells that
also the debriefing structure could and should be tested, as the game might provide different
"hooks" to address learning, and that might work differently in different situations.
In most EERs publications teachers report the massive time investment and the lack of
resources [12]. Designing an EER must also include thinking about its actual feasibility in the
school setting. This includes the consideration of budgetary aspects and many practicalities
of ERs management, trying to enable fast and easy handling [4]. Also, the ease of resetting
the room to play again, i.e., playing it over again with different players/groups/classes, which
is often the case in an educational setting, should be considered.
Finally, while it is quite possible for a single person to design a room, the ongoing process
of critique and refinement that takes place when working as a team can be invaluable. To this
end, the Star Model can also be used as a shared overview to distribute and coordinate the
work.
4 Validating the Star Model
4.1 Training teachers to use and design educational escape rooms
The Star Model was developed with the precise aim of providing an overview of the elements
to be considered in the design of EERs. While it is based on solid previous game and instruc-
tional design work, it could just remain a neat theoretical tool, but not appealing or usable for
its main intended public, namely, teachers. In order to validate the model, it was embedded in
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ISSN: 2384-8766
Vol. 7, Issue 3, September 2020
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pag. 48
three teacher education courses focused on EERs use and design at the Department of Edu-
cation and Learning of the University of Applied Sciences and Arts of Southern Switzerland,
the Italian-speaking teacher education university of Switzerland. The details of the courses
are illustrated in Table 1.
Course Program Sector Participants N Hours
A Master in education Lower sec. Pre-service 16 16h
B Continuing education Lower sec. In-service 25 20h
C Continuing education Primary In-service 20 20h
Table 1: Details of the courses
All courses shared the same learning goals, namely: understanding the key concepts of
game-based learning in relation to EERs; integrating EERs in your own teaching; designing
and developing your own EERs; planning ER design activities with pupils. The reference
materials were the School Break handbooks [14–16], which include the Star Model.
Enrollment in the courses was voluntary (course A, in Table 1, was one option within a
larger Master course). All of them gave credits on completion if attendance was above 4/5 of
all contact hours (cf. the "Hours" column in Table 1) and an EER was developed as output
of a group work. About half of the contact hours were devoted to game experiences and
reflections, and the other half was dedicated to the design and review of EERs.
The institutional regulations of the university in which the courses took place did not re-
quire a formal approval from the Ethics committee for a study which only involved adults and
surveys. Nonetheless, all the participants were duly informed about the study and its goals,
with a clear indication that their participation was voluntary and that they could withdraw at
any time.
4.2 Method
Based on the Instructional Design tradition in model validation [35], we decided to focus on
internal validation, i.e., considering the model formal features and its use. As for formal fea-
tures, our validation addressed the model’s clarity and completeness; as for its use, it included
both its perceived utility and actual use. These four concepts where transposed to the follow-
ing six research questions, where clarity has been operationalized in three aspects, namely,
overall clarity, elements clarity, and clarity of relationships:
1. Is the model globally understandable? (overall clarity)
2. Are its individual elements understandable? (elements clarity)
3. Does the model straightforwardly illustrate the relationships among the elements?
(clarity of relationships)
4. Is the model complete, or are some key elements missing? (completeness)
5. Did teachers actually use the model while designing their own EERs? (actual use)
6. Do teachers think that the model is in general useful for the design of EERs? (utility)
A post-course survey was developed in order to collect teachers’ assessment on the model
along these six research questions. The survey is available in Annex 2. Overall, 50 teachers
filled in the survey: 17 in-service primary school teachers, 18 in-service secondary school
teachers and 15 pre-service secondary school teachers.
For courses B and C, a pre-course survey was also delivered (cf. Annex 1), in order to track
both the participants’ previous knowledge and experiences and to collect their self-assessment
in relation to the course goals, using the following items:
1. I know where to find good EERs for my class
International Journal of Serious Games
ISSN: 2384-8766
Vol. 7, Issue 3, September 2020
http://dx.doi.org/10.17083/ijsg.v7i3.367
L. Botturi and M. Babazadeh, Designing educational escape rooms: validating the Star Model pag. 49
2. I know where to look for resources for creating my own EER
3. I can prepare for playing an EER with my class
4. I feel I can handle playing an EER with my class
5. I can integrate an EER with the other learning activities in my plan
6. I can use an EER to actually enhance learning of my pupils
7. I can use an EER for the assessment of my pupils
8. I can design a new EER
In that case the post-course survey included matching items, so that for 24 participants
it was possible to calculate the self-assessment delta in relation to the learning goals. 29 in-
service participants also declared their age of service: 7 teachers were beginners (less than 5
years in the profession), 9 were advanced (between 5 and 10 years) and 8 were experts (more
than 10 years). Unfortunately, we could not deliver any pre-course survey for course A.
All evaluation items in the surveys were collected using 4-points Likert scales, from 0
(lowest/"I do not agree") to 3 (higher/"I completely agree"). Results were elaborated based on
frequencies; given the sample size, only descriptive statistics were used.
4.3 Results
First of all, the courses overall received a very positive evaluation. For the continuing educa-
tion courses, 36 out of the 37 respondents indicated they would like to register for a follow-up
course, and 34 would recommend the course to their colleagues. All teachers confirmed they
intend to actually use and design EERs for their classes, while fewer plan to design ERs with
their pupils.
The self-assessment of ER use and design competences (N=24, only in-service teachers
who completed both the pre- and post-course surveys) indicated a general perception of im-
provement: on average, the self-assessment of each competence increased by 1.19 (on a scale
from 0 to 3), ranging from a maximum for "I can design a new EER" (1.83) to a minimum
for "I feel I can handle playing an EER with my class" (0.83). On average, secondary school
teachers’ self-assessment indicate a larger increase (1.42) than primary school teachers (0.97).
These results suggest that the course overall, which was based on the Star Model, was suc-
cessful, at least according to the participants’ short-term satisfaction.
The evaluation of the Star Model (N=50, including both in-service and pre-service teach-
ers) also yielded overall positive results, with a global average score across the above-mentioned
six items of 2.16 on a 0-to-3 scale. Figure 2 illustrates the results for each item, and adds a
global value, which is calculated as the average of the six items.
The model appears to be understandable both overall (2.28) and by element (2.34) and
especially complete (2.40), i.e., according to the participants it captures all relevant elements
in EERs design. To a lower extent, the model is able to represent the relationships among its
elements (2.0). Teachers find the model useful (2.10) and seem to have actually used it in their
design work (1.84; the answer of 35 out of 50 participants was 2 or 3, i.e., in the positive part
of the Likert scale).
The model evaluation results show interesting differences if we consider the three groups
in the three courses (Figure 3).
As the design of the courses in general and for the individual sessions was alike, we can
assume that such differences depend on the different perception of these three types of teach-
ers. Secondary school teachers seem to like the model more (global average 2.33 for in-service
teachers and 2.22 for pre-service teachers) than primary school teachers (global average 1.93).
While pre-service secondary school teachers seem to have appreciated the completeness of the
model, in-service ones have a remarkably higher score on relationship and actual use. A pos-
sible interpretation is that pre-service teachers were looking for an overview of the elements
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pag. 50
Figure 2: Global model evaluation (N=50)
Figure 3: Model evaluation by sector (N=50)
in involved in this type of instructional game design in order to reduce complexity, while
in-service teachers, who are in general more used to handle complex instructional designs,
looked for more step-to-step guidance through the design process, focusing on "doing the de-
sign" and on interrelations. On the other hand, the relatively lower scores provided by primary
school teachers raise some questions: is the model too complex to be clear and useful? Would
they prefer a different approach? It is important to consider that both the background and
professional profile of primary and secondary school teachers in Switzerland is very different:
primary school teachers are generalist teachers (i.e., they teach all subjects to just one class)
and have a 3-year vocational Bachelor degree in teaching; secondary school teachers are sub-
ject specialists (i.e., they teach just one subject to more classes) have at least a disciplinary
Bachelor or Master degree plus a 2-year vocational Master in teaching.
Finally, the experience (age of service) of the participants also seems to have an influence
on their reception of the Star Model (Figure 4).
The analysis was conducted only on the 29 in-service teachers that declared they age
of service. Interestingly enough, more experienced teachers appreciated the model the most
(experts: 2.35; advanced: 2.32) than novice teachers (1.83). This is consistent across the
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Vol. 7, Issue 3, September 2020
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L. Botturi and M. Babazadeh, Designing educational escape rooms: validating the Star Model pag. 51
Figure 4: Model evaluation by experience (age of service; N=29)
six items, and can be interpreted in at least two different ways. Given that age of service is
largely related to age, we could infer that younger teachers do not need so much support in
the design of EERs (or of game-based experiences in general), so that the Star Model looks
maybe interesting but practically pleonastic. On the contrary, we could infer that more expe-
rienced teachers have a more detailed awareness of the complexity of game-based learning,
and therefore appreciate more the model’s support. While not conducted in a structured way,
the observation of the EERs designed by the participants during the courses seem to support
the second hypothesis.
5 Discussion and conclusion
5.1 About the Star model
The Star Model was developed in the framework of the School Break Erasmus+ project as a
support to EERs design. It brings together insights from the previous work of scholars and
game design and ERs/game-based learning (e.g., [13, 23]), and its key aim is providing an
overview of the internal game elements and of its context, in order to support the consistent
design of meaningful play [24]. We believe that the Star Model provides new insights to
EER design and development, as it organizes its elements on two layers (game elements and
contextual elements) and brings their interconnections to the foreground. Also, it focuses on
game-flow and constraints as important design elements.
To the extent of our knowledge, this model is one of the first design tools intended to sup-
port the design of EERs. While other models are available, like EscapED, this one overcomes
some limitations and provides a useful alternative. Game design is no formal science, and
of course other models can and will be proposed to emphasize different aspects, or introduce
new perspectives on the design process. As in other disciplines, the variety of available mod-
els offers a broader and richer palette to designers. Starting in the early ’90, many models
were developed for example in the domain of Instructional Design & Development [36]. In
a 1991 review [37], the author noted that "models vary widely in their purposes, amount of
detail provided, and the technical jargon they contain" (p.4) so that "developers should be in
the position of selecting an appropriate model. As has been noted in other contexts, if the only
tool you have is a hammer, you tend to treat everything like a nail." (p. 48). We therefore
believe that a new model, if tested and validated, always opens up new design and thinking
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spaces.
The results presented in this paper indicate that the Star Model makes sense to teachers,
and could be used as a starting point for their training in EERs design. As the model is
disseminated, more data will be collected and more insights will be available to improve it –
for example to make it simpler, or graphically clearer and more appealing.
5.2 About the validation
In order to validate the Star Model, we surveyed 50 teachers after an EER course about the
clarity (overall, of individual elements, and of the relationships among the elements), com-
pleteness, utility and actual use of the model; for 24 of them we also measured their self-
assessment in EERs use and design skills. This corresponds to an internal validation of the
model, as it does not refer to products or activities developed with the model itself, but to
its formal features and perception by its users [35], i.e., it focuses on the "integrity of the
model and its use" (p. 737). As there is no unique and agreed-upon reference, our validation
is based on data collected through ad hoc surveys developed by the authors, focusing on the
parameters listed above, which match the key dimensions of internal evaluation, namely the
model components and use [35]. This choice entails two limitations that should be taken into
account: first, the validation questions were chosen by the authors, and cannot be directly
compared to other studies; second, our data are self-evaluations, which are always subject to
bias and often differ from third-person evaluations; Moreover, due to organizational reasons,
the pre-course survey was not delivered in course A, which may have an impact on the results
and make them slightly less comparable.
Nonetheless, our study shows overall positive results in both the course design and imple-
mentation, and in the explicit model evaluation, and suggests that the model can be proposed
as a valid tool for EERs design. The model evaluation items yielded different results between
primary and secondary school teachers, and between teachers with fewer years of service (be-
ginners) with respect to teachers with more years of service. While such differences are not
unexpected considering how diverse are these professional groups, they stimulate questions
to drive further investigation on EERs, and more in general, on game-based learning.
5.3 Outlooks
Further investigation questions also emerge from this paper and from the observation of teach-
ers’ EERs designs. For example, what are the most common pitfalls that teachers encounter
in EERs design? Are there subject matters, topics or competences that more easily fit the EER
format? What elements in the model require more attention in order to be grasped by teachers
and actually integrated in the design? Such research questions should be pursued to inves-
tigate the design issues connected to the educational use of escape rooms and boxes, which
should be considered alongside the evaluation of their instructional affordances and impact.
Another interesting research direction could be the direct comparison of different EER
design models. Are there differences in the learning curve or in the understanding of the
model? Do they better fit different school levels, subjects or situations?
Acknowledgments
We wish to thank all the partners in the SchoolBreak projects. The SchoolBreak project is supported
by the Erasmus+ programme of the European Commission, and in Switzerland by the Movetia Foun-
dation. We are also grateful for the insightful and constructive feedback of the anonymous reviewers.
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L. Botturi and M. Babazadeh, Designing educational escape rooms: validating the Star Model pag. 53
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A ANNEX 1. ABOUT ESCAPE ROOMS (pre-course survey)
Gender (M/F)
In what school sector are you employed? (Primary school / Secondary school)
If you teach in secondary schools, what is your main subject? (List of subjects)
How long have you been teaching? (Less than 3 years / Between 3 and 5 years /
Between 5 and 10 years / More than 10 years)
Escape room experience (Possible answer for each item: Many times / 1 time only /
Never)
Have you ever played an ER, whether for fun or learning?
Have you ever led an ER designed by others as game master?
Have you ever designed an ER, whether for fun or learning?
Have you ever designed an ER with your pupils?
Serious games experience (Possible answer for each item: Many times / 1 time only /
Never)
Have you ever used game-based activities in class (quizzes, scavenger hunts,
memory, etc.)?
Have you ever designed game-based activities in class (quizzes, scavenger hunts,
memory, etc.)?
Have you ever used game-based activities with your pupils?
Do you have any other game-based learning experiences that you deem relevant for this
course? (open answer)
Why are you interested in escape rooms? (open answer)
What do you expect from this course? (open answer)
To what extent do you agree with the following statements? (Likert scale from 0 =
completely disagree to 3 = completely agree)
I know where I can find good ER for my class
I know where to find resources to create good ERs
I know how to prepare for using an ER in my class
I feel at ease in conducting an ER in class as game master
I know how to integrate and ER in a learning unit
I know how to get the most learning for my pupils from an ER
I know how to use an ER for the evaluation of my pupils
I can design a new ER
B ANNEX 2: ABOUT ESCAPE ROOMS (post-course survey)
Gender (M/F)
In what school sector are you employed? (Primary school / Secondary school)
After this course, how useful do you think escape rooms are for teaching and learning?
(open answer)
In general, did the course met your expectations? (I learned more than I expected / I
learned what I expected / I learned less than I expected / Other: ...)
To what extent do you agree with the following statements? (Likert scale from 0 =
completely disagree to 3 = completely agree)
I know where I can find good ER for my class
I know where to find resources to create good ERs
I know how to prepare for using an ER in my class
I feel at ease in conducting an ER in class as game master
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I know how to integrate and ER in a learning unit
I know how to get the most learning for my pupils from an ER
I know how to use an ER for the evaluation of my pupils
I can design a new ER
To what extent do you agree with the following statements? (Likert scale from 0 =
completely disagree to 3 = completely agree)
I think I’ll use ER with my pupils
I’d like to design new educational ER
I’d like to design a new ER with my pupils
I’d like another course on this topic
I’d recommend this course to a colleague
During this course, we used the Star Model, that is illustrated in the picture [picture].
The following questions are about this design model.
To what extent do you agree with the following statements? (Likert scale from 0=com-
pletely disagree to 3=completely agree)
The model overall looks clear to me
The elements in the model are clear to me
The model includes all the key elements on which we worked
The model helps understanding the relationships among its elements
During the design, we actually used the model for reference
In general I think this model is usable
Do you think that something important is missing from the model, or do you have any
suggestion for improvement? (open answer)
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... La nostra congettura è stata che, in un contesto adeguatamente costruito sia negli aspetti emotivo-motivazionali che in quelli cognitivi, gli studenti fossero più naturalmente portati a lavorare sui problemi in maniera indipendente, senza ripetere comportamenti già visti, e a fare esperienza di un uso produttivo delle proprie risorse cognitive e motivazionali nella risoluzione di problemi. Tale congettura è ben supportata da recenti studi sull'uso di escape room con finalità educative (Botturi & Babazadeh, 2020;Fotaris & Mastoras, 2022). È importante sottolineare come alcuni degli elementi che hanno reso l'attività proposta particolarmente motivante per gli studenti, come la sfida a tempo (relativamente breve) e la partecipazione contemporanea di un grande numero di classi, si siano rivelati al contempo una limitazione alla completa realizzazione dell'attività come proposta didattica. ...
... Come suggerito dalla letteratura recente, i processi di risoluzione dei problemi durante attività a tempo limitato, come nel caso della nostra escape room, spesso non si conformano alle modalità suggerite dalla narrazione o dagli indizi (Veldkamp et al., 2020). Perché l'attività possa prefiggersi di raggiungere un obiettivo didattico e non soltanto ludico, è quindi opportuno programmare dei momenti di debriefing, nei quali il docente può ritornare sui problemi proposti e discutere con maggiore calma sulle rispettive strategie di risoluzione suggerite (Botturi & Babazadeh, 2020;Fotaris & Mastoras, 2022). Nel nostro caso, l'interazione a distanza con un gran numero di studenti di diversi indirizzi e gradi di istruzione ha impedito lo svolgimento da parte nostra di attività di discussione, riflessione, e rielaborazione successiva. ...
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Questo articolo presenta una recente esperienza didattica rivolta a studenti delle scuole secondarie di primo e secondo grado italiane tramite la costruzione di una escape room virtuale. Tale esperienza ha coinvolto oltre 50 scuole e 1500 studenti nell’occasione del Pi Day 2023, la Giornata Internazionale della Matematica. L’articolo si concentra sull’idea progettuale dei problemi matematici presentati e sulle modalità di realizzazione di un contesto virtuale che riproduca fedelmente l’esperienza di gioco escape room.
... According to Makri et al. (2021), using digital technologies for designing educational escape rooms is still a young field. However, there is a growing body of literature that focuses on design frameworks (models) and design principles of physical, hybrid, and digital educational escape games (Botturi & Babazadeh, 2020;Clarke et al., 2017;Grāvelsiņa & Daniela, 2021;Guigon et al., 2018;Moffett & Cassidy 2023;Repetto et al., 2023;Reuter et al., 2020;Veldkamp et al., 2020). Additionally, Repetto et al. (2023) proposed an evaluation tool (composed of five requirements: usability, pedagogical soundness, internal coherence, creativity, and engagement level) that can guide teachers during the development process of digital educational escape rooms. ...
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Escape rooms used for teaching purposes are usually called educational escape rooms. Educational escape rooms are cooperative games designed for teaching particular educational material based on a series of narrative-driven puzzles that group(s) of pupils/students must solve within a limited time to achieve the goal of the game and leave a room or environment (or alternatively break into the locked box or unravel a mystery). The shift to online teaching caused by the COVID-19 pandemic increased the use of educational escape rooms in a digital format. Digital educational escape rooms are escape game-like interactive activities (based on educational content) that are made with digital technologies. Most of the research studies and literature reviews suggest that digital educational escape rooms could have some positive impacts on students’ cognitive, behavioral, and affective learning outcomes. However, a significant amount of digital escape games created by teachers lack engaging story, challenging narrative-based puzzles (that are related to specific learning objectives), and cohesive graphics. Therefore, the practical usability and effectiveness of such games in real and virtual learning environments are questionable. In the field of educational game development, generative artificial intelligence can play a significant role in simplifying the process, improving quality, and saving time. This paper discusses how teachers could utilize generative artificial intelligence tools to ease and improve the creation process of digital educational escape rooms. In other words, this paper provides examples of how elements of digital escape games (such as narrative, game environment images, and puzzles) can be created with generative artificial intelligence tools (e.g., ChatGPT, Bing Image Creator, Stable Diffusion, AutoDraw, etc.).
... Fotaris and Mastoras (2019) discuss the differences between ordinary games and DERs stressing that they have specific characteristics relevant to: game type (digital, face-to-face or mixed); location (home, class or lab); time limit (average of 30-60 min); and team size (3-10 members). Botturi and Babazadeh (2020) also talk about a star model which stresses that DERs have five characteristics: (a) the narrative -the story, (b) the game flow -the structure of the game, (c) puzzles, (d) equipment items (digital), and e) learning process. Veldkamp and van de Grint (2020) indicate that tutors should align DERs with the classroom, and systematically assess learners' performance. ...
... Only after some discussion they managed to focus on the game-flow, i.e., on the actual structure and organization of the ER. Such reverse engineering was structured according to the Star model (Botturi & Babazadeh, 2020; Figure 3), which was then kept as main reference for the design. Other models were also considered like the Experience pyramid model (Heikkinen & Shumeyko, 2016) and Room2Educ8 (Fotaris & Mastoras, 2022), or the process described by Karageorgiou et al. (2019). ...
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Educational escape rooms are being used in all school sectors and in many different subjects across the globe. In most documented cases, escape rooms are designed by teachers and played by students. This paper presents the case study of a primary school class that designed and developed an escape room for both adult and young players in connection with a regional event connected to a historical celebration. The project spanned over the whole school year and included a learning phase, the production of support materials (as comics) and eventually the design and development of the escape room, which was finalized by a local association. After its installation in the ancient local prison, the escape room enjoyed the visit of over 600 players, including tourists, families, groups of friends, and school classes, representing a successful example of open school game design project. The paper presents the key phases of the project: requirement analysis, escape room design (including narrative, puzzles, game-flow and props), escape room implementation, and assessment, with a focus on how to manage complex game design with young children.
Chapter
Escape rooms are a cutting-edge method of evaluating student learning because they give them a scenario in which they must solve issues and solve puzzles using numerous clues and contextual suggestions. The chapter intends to explore a discussion and reflection on the potential of immersive learning environments for formative assessments (escape room as a quiz) in enhancing students' learning experiences. The theoretical framework, the idea of an escape room, and how it might improve the learning process will be covered at the beginning of the chapter. This study employed a quasi-experimental design to investigate the effects of quiz format (digital quiz vs. digital escape room) on academic performance. Finally, the chapter discusses the potential challenges and limitations of escape room games in education. The chapter concludes by highlighting the insights, practical guidance, and future directions for educators interested in implementing escape room games in their teaching.
Chapter
Many recent studies highlighted the importance of feedback on the quality of learning. It empowers students to take ownership of their learning, guides institutions in making informed decisions, ensures continuous improvement, fosters engagement and motivation, facilitates open communication, and enables personalized learning experiences. However, despite its relevance, the use of feedback processes in everyday teaching often becomes unsustainable, due to the number of students and the timing of the courses. On the other hand, the expansion of ubiquitous learning in digital environments has led to an exponential growth of significant data for tracking learning. Although the use of these data can be beneficial, tools and technologies are needed for automated data collection and analysis. In this direction, significant support can be provided by technologies incorporating Artificial Intelligence (AI), which include a wide collection of different technologies and algorithms. Notably, Learning Analytics (LA) and Educational Data Mining (EDM) can be useful in developing a student-focused strategy. The systematic use of AI techniques and algorithms could enable new scenarios for educators, profiling and predicting learning outcomes and supporting the creation of sustainable patterns of assessment. However, even though several studies aimed at integrating EDM and LA techniques in online learning environments, only few of them focused on applying them to real-world physical learning environments to support teachers in providing timely and quality feedback based on minimally invasive measurements. The present paper presents an approach aimed at addressing the feedback problem in real university classes, laying the groundwork for the development of an intelligent system that can inform and support the university teacher in delivering personalized feedback to a large group of students.
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The need to innovate teaching-learning practices to enhance students’ learning outcomes and promote nowadays transversal skills often clashes with the reiteration of standardized and outdated teaching and assessment methods. Recent developments in the assessment field have highlighted the need to shift the focus of assessment from the product (or the outcome) to the learning process itself, moving from an assessment of learning and for learning to an assessment as learning, in which the student actively participates in the process. This perspective moves toward learning-oriented assessment practices and involves the integration of three key elements: tasks appropriate to the approach, development of assessment competence, and student involvement in feedback processes. These practices thus support self-regulated learning by leading students to take an active role, monitoring their progress through self-assessment, reflecting on the effectiveness of their learning approaches, and considering their mistakes as an opportunity to learn and improve. The purpose of the present study is to investigate whether the change in assessment modes affects students’ ability to self-regulate their own learning path.
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In this paper, we present an escape box as a means to introduce the escape room concept into classrooms. Recreational escape rooms have inspired teachers all over the world to adapt the popular entertainment activity for education. Escape rooms are problem‐based and time‐constrained, requiring active and collaborative participants, a setting that teachers want to achieve in their classroom to promote learning. This paper explores the adaptation of the escape room concept into educational escape game boxes. These technology‐enhanced escape boxes have become hybrid learning spaces, merging individual and collaborative learning, as well as physical and digital spaces. The design of the box with assignments on each side puts users face to face with each other and requires them to collaborate in the physical world, instead of being individually absorbed in a digital world. The developed box is a unique concept in the field of escape rooms; the content is adaptable. This paper describes the process leading to the design criteria, the design process, test results and evaluation, and provides recommendations for designing educational escape rooms.
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Globally, educators are striving to find innovative ways of engaging their learners and ensuring that they accomplish the desired learning outcomes. Among the various game-based learning approaches that have come up in recent years, escape games are being widely used in a variety of learning contexts. As an entertainment activity, these games seem to be popular among players of all ages and backgrounds. This chapter introduces escape games and provides a literature review on their possible benefits and limitations. The game mechanics and learning mechanics that enable these games to be a potentially playful activity for teaching and learning will be discussed. This chapter aims to provide educators and researchers with the required information backed by various studies to consider the integration of educational escape games with their current learning methods.
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Following the recent shift from traditional didactic classroom models to the adoption of active learning approaches, escape rooms and breakout games are increasingly being used in academia as a method for experiential, peer-group, game-based learning. Although they have the potential to enable new forms of teaching and transform the learning experience, escape rooms are a relatively new concept and there is not a substantial amount of work exploring their tendencies, affordances, and challenges on education. This paper addresses the lack of empirical evidence on the impact of escape rooms on educational settings by presenting a systematic review of 68 peer-reviewed studies published in scientific journals and conference proceedings between 2009 and April 2019. To analyse and critically appraise the current state of knowledge and practice in educational escape rooms, it considers aspects such as fields of education, target audience, game type and location, time limit, team size, and study results. The systematic review also highlights the advantages and challenges of these new learning activities, as well as their positive impact on student motivation and soft skills development. The analysis indicates that educational escape rooms can provide an enjoyable experience that immerses students as active participants in the learning environment. Additionally, they give learners the opportunity to engage in an activity that rewards teamwork, creativity, decision-making, leadership, communication, and critical thinking. Although instructional design for educational escape rooms is complex and time consuming, once the game has been developed it can be further applied in successive years. The results of this work aim to lay the groundwork for educators and other stakeholders by offering new insights with effective advice and recommendations for the successful incorporation of escape rooms into their teaching strategies.
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In addition to being a well-liked form of recreation, escape rooms have drawn the attention of educators due to their ability to foster teamwork, leadership, creative thinking and communication in a way that is engaging for students. As a consequence, educational escape rooms are emerging as a new type of learning activity under the promise of enhancing students’ learning through highly engaging experiences. These activities consist of escape rooms that incorporate course materials within their puzzles in such a way that students are required to master these materials in order to succeed. Although several studies have reported on the use of escape rooms in a wide range of disciplines, prior research falls short of addressing the use of educational escape rooms for teaching programming, one of the most valuable skills of the twenty-first century that students often have difficulties grasping. This paper reports on the use of an educational escape room in a programming course at a higher education institution and provides, for the first time, insights on the instructional effectiveness of using educational escape rooms for teaching programming. The results of this work show that appropriate use of educational escape rooms can have significant positive impacts on student engagement and learning in programming courses. These results also suggest that students prefer these activities over traditional computer laboratory sessions. Finally, another novel contribution of this paper is a set of recommendations and proposals for educators in order to help them create effective educational escape rooms for teaching programming.
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The University of Surrey Library and Learning Support Services (LLSS) recognised an increasing need to transform its welcome, induction and orientation activities for students. Past activities have entailed delivering information to students in ways which may have led to information overload and lack of engagement by students with library services. The LLSS have been exploring innovative ways to welcome students to university, moving away from didactic approaches. This paper presents one such innovation produced among a series of activities during 2017/18, an educational escape room, informed by the work of Walsh (2017). This activity invited students to solve a series of themed puzzles in the escape room, introducing them to library services and information literacy (IL) skills to support their studies. This report provides an account of the challenges and positive outcomes encountered in designing the escape room, with a view to sharing good learning and teaching practice.
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Over the past decade, there has been an increased use of playful approaches to teaching and learning in higher education. Proponents argue that creating ‘safe’ playful spaces supports learning from failure, management of risk-taking, creativity and innovation, as well as increasing the enjoyment of learning for many students. However, the emergent field of playful learning in adulthood is under-explored, and there is a lack of appreciation of the nuanced and exclusive nature of adult play. This article will first examine the theoretical background to the field, providing an initial definition of ‘playful learning’ through the metaphor of the ‘magic circle’ and presenting a hypothesis of why play is important for learning throughout the life course. Second, it will frame the field by highlighting different aspects of playful learning: playful tools, techniques, and tactics. The third section of the article provides two case studies that exemplify different aspects of play: the EduScapes escape room design project, which uses playful failure-based learning, and the Playful Learning Conference, which employs playful principles to rethink the conference format. The article concludes by highlighting three central issues for this emerging field: lack of a research trajectory; the language of play; and unacknowledged privilege inherent in the use of playful learning.
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Abstract Escape rooms, a form of collaborative live-action gaming requiring participants to solve clues to escape a locked room, have grown in popularity across the nation. Games bring together problem solving, critical thinking, and teamwork. This game method has not yet appeared in nursing education literature. The authors describe two versions of the innovative escape room pedagogical method used in undergraduate nursing education. Theoretical bases, learning activities, and types of game clues that could be used are detailed. Future research will address the ability of students to reach learning objectives before and after the game.
Article
Objective: To implement and assess the impact of a Vascular Surgery-themed Escape Room on medical student motivation, satisfaction, and engagement in CanMEDS roles. Design: The authors designed an Escape Room combining Vascular Surgery objectives, knowledge-based problems and technical skills into Vascular Surgery-themed stations. Groups of 3 to 4 medical students participated in the activity. Data collected included time to escape, CanMEDS roles covered during the activity, debriefing interview session, and satisfaction survey. Setting: The Escape Room was installed at the University of Ottawa Skills and Simulation Centre at the Ottawa Hospital, a tertiary care center. Participants: Medical students in their preclerkship years of study were invited to participate in the Escape Room. In total, 13 medical students completed the experience, divided into 4 groups. Results: Thirteen medical students divided into 4 groups participated in the Escape Room. Two teams used a collaborative strategy to complete the activity and successfully escaped with an average time of 53.6 minutes, whereas only 1 of the 2 teams completing the experience employing an individualistic strategy successfully escaped. Following the experience, 83% of participants stated that the experience motivated them to prepare beforehand and believed that the experience consolidated the knowledge that they had read. All the participants also reported that the experience encouraged the use of the CanMEDS communicator and collaborator roles. As well, 76.9% of students mentioned that they enjoyed the practical exercises incorporated into the experience and 53.8% stated that they would like to see the Escape Room format included in the medical curriculum. Conclusions: By combining knowledge-based problems, key learning objectives, technical skills, and CanMEDS themes into the Escape Room, the authors have developed a learning platform that may be more enjoyable and provide an adjunct to traditional didactic lectures.
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New ways to engage students in learning can be most meaningful if we provide opportunities for them to engage with each other and forge an understanding of the narrative behind the lessons.