Conducting educational escape rooms during a global pandemic

IF 2.4 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS International Journal of Information and Learning Technology Pub Date : 2023-05-16 DOI:10.1108/ijilt-12-2021-0188
R. Ross, Richard Hall, Sarah Ross
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Abstract

PurposeEscape room-based learning is a new educational game-based learning trend which embeds student learning within an exciting escape room scenario. Ordinarily these educational escape rooms are in a table-top format which involves learners decoding clues together around a table. In the age of a global pandemic [coronavirus disease 2019 (COVID-19)] with stringent social distancing and lock-downs, this normal game modality was not possible and so an alternate online approach was required. Thus, this paper aims to study escape room activities during global pandemics.Design/methodology/approachIn this paper, the authors outline how these escape room activities have been taken online, in an synchronous virtual environment and evaluate the student perception of these escape rooms, in contrast to previous cohorts of students who completed escape rooms together in person.FindingsThe authors' results indicate that although students enjoy the escape room game-based learning environment, the remote nature of the activity means the students take longer to solve the puzzles. The students are also more likely to struggle in the activity and find them less engaging than the in-person escape room challenges.Originality/valueAlthough educational escape rooms have been devised for a variety of subjects and can be run through several different modalities (table-top, full rooms and online), this study compares different modalities (online vs table-top) for identical puzzles taken over different cohorts of students.
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在全球大流行期间开展教育逃生室
目的基于密室逃生的学习是一种新的基于教育游戏的学习趋势,它将学生的学习嵌入到一个令人兴奋的密室逃生场景中。通常,这些教育逃生室都是桌面式的,学习者围坐在桌子旁解码线索。在全球大流行(冠状病毒病2019 (COVID-19))、严格保持社交距离和封锁的时代,这种正常的游戏模式是不可能的,因此需要一种替代的在线方式。因此,本文旨在研究全球流行病期间的密室逃生活动。设计/方法/方法在本文中,作者概述了这些密室逃生活动是如何在同步的虚拟环境中进行的,并评估了学生对这些密室逃生活动的看法,与之前一起完成密室逃生的学生群体形成对比。作者的研究结果表明,尽管学生们喜欢密室逃生游戏式的学习环境,但这种活动的远程性质意味着学生们需要更长的时间来解决谜题。学生们也更有可能在这种活动中挣扎,觉得它们不如面对面的密室逃生挑战有吸引力。原创性/价值虽然教育逃生室已经为各种科目设计,并且可以通过几种不同的模式(桌面,满室和在线)运行,但本研究比较了不同模式(在线与桌面)对不同学生群体进行相同谜题的不同模式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
International Journal of Information and Learning Technology
International Journal of Information and Learning Technology COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
6.10
自引率
3.30%
发文量
33
期刊介绍: International Journal of Information and Learning Technology (IJILT) provides a forum for the sharing of the latest theories, applications, and services related to planning, developing, managing, using, and evaluating information technologies in administrative, academic, and library computing, as well as other educational technologies. Submissions can include research: -Illustrating and critiquing educational technologies -New uses of technology in education -Issue-or results-focused case studies detailing examples of technology applications in higher education -In-depth analyses of the latest theories, applications and services in the field The journal provides wide-ranging and independent coverage of the management, use and integration of information resources and learning technologies.
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