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An adaptation of the ‘Escape Rooms’ methodology in online learning to facilitate and investigate active learner-led activities and experiences

  • Sylvester Arnab
  • , Emma Eyre
  • , Mark Noon
  • , Sarah Kernaghan-Andrews
  • , Dominic Mahon

    Research output: Chapter in Book/Report/Conference proceedingConference proceedingpeer-review

    320 Downloads (Pure)

    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.
    Original languageEnglish
    Title of host publicationProceedings of the 15th European Conference on Game Based Learning, ECGBL 2021
    EditorsPanagiotis Fotaris
    PublisherAcademic Conferences and Publishing International
    Number of pages15
    ISBN (Electronic)9781914587122
    Publication statusPublished - 24 May 2021
    Event15th European Conference on Games Based Learning - Brighton, United Kingdom
    Duration: 23 Sept 202124 Sept 2021

    Publication series

    NameProceedings of the European Conference on Games-based Learning
    Volume2021-September
    ISSN (Print)2049-0992

    Conference

    Conference15th European Conference on Games Based Learning
    Abbreviated titleECGBL
    Country/TerritoryUnited Kingdom
    CityBrighton
    Period23/09/2124/09/21

    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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    • GameChangers

      Arnab, S. (Principal Investigator), Morini, L. (Researcher) & Atkins-Wood, O. (Project Officer)

      5/12/1630/04/18

      Project: Research

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