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Abstract
This paper discusses the adaptation of ‘Escape Rooms’ methodology in online learning and investigates whether meaningful learner-led activities can be supported. The study has been built into an existing module at Coventry University, where students are expected to demonstrate study skills/competencies needed to analyse, employ, synthesise, and communicate evidence. The sampling was opportunistic, targeting students (n=13) who were already registered on the module. Microsoft Teams was selected as the online platform. This paper firstly discusses the design and development considerations, and secondly explores students’ experiences using a multi-method approach to evaluate student engagement and competencies. The engagement aspects include the playful experience, perspectives on the approach, and gameplay strategy. Competencies associated with the learning objectives of the module include identifying a range of evidence types (scientific discovery and application, digital literacy) and interpreting information from a range of different evidence types (data
interpretation, time management, problem-solving, exploring data). The target competencies also include communication and teamwork. The findings identify that co-created virtual escape room (VER) features enabled students to positively engage in the task leading to positive feelings about the experience. Students perceived that the VER enabled them to develop skills/competencies and knowledge, specifically problem solving and teamwork. The investigation highlights that online platforms not necessarily associated with playful experiences can be recontextualised to support meaningful learning experiences. The approach can be adapted on other platforms.
interpretation, time management, problem-solving, exploring data). The target competencies also include communication and teamwork. The findings identify that co-created virtual escape room (VER) features enabled students to positively engage in the task leading to positive feelings about the experience. Students perceived that the VER enabled them to develop skills/competencies and knowledge, specifically problem solving and teamwork. The investigation highlights that online platforms not necessarily associated with playful experiences can be recontextualised to support meaningful learning experiences. The approach can be adapted on other platforms.
Original language | English |
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Title of host publication | Proceedings of the 15th European Conference on Game Based Learning, ECGBL 2021 |
Editors | Panagiotis Fotaris |
Publisher | Academic Conferences and Publishing International |
Number of pages | 15 |
ISBN (Electronic) | 9781914587122 |
Publication status | Published - 24 May 2021 |
Event | 15th European Conference on Games Based Learning - Brighton, United Kingdom Duration: 23 Sept 2021 → 24 Sept 2021 |
Publication series
Name | Proceedings of the European Conference on Games-based Learning |
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Volume | 2021-September |
ISSN (Print) | 2049-0992 |
Conference
Conference | 15th European Conference on Games Based Learning |
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Abbreviated title | ECGBL |
Country/Territory | United Kingdom |
City | Brighton |
Period | 23/09/21 → 24/09/21 |
Bibliographical note
Copyright © and Moral Rights are retained by the author(s) and/ or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This item cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders.Keywords
- Active learning
- Escape rooms
- Online learning
- Playful learning
- Virtual escape rooms
ASJC Scopus subject areas
- Artificial Intelligence
- Computer Graphics and Computer-Aided Design
- Computer Networks and Communications
- Human-Computer Interaction
- Software
- Control and Systems Engineering
- Education
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Dive into the research topics of 'An adaptation of the ‘Escape Rooms’ methodology in online learning to facilitate and investigate active learner-led activities and experiences'. Together they form a unique fingerprint.Projects
- 1 Finished
Prizes
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QS Reimagine Education Award
Arnab, Sylvester (Recipient), Masters, Alex (Recipient) & Beaufoy, Jayne (Recipient), 9 Dec 2021
Prize: Prize (including medals and awards)