Designing Educational Escape Rooms With Generative AI: A Framework and ChatGPT Prompt Engineering Guide

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

    26 Citations (Scopus)

    Abstract

    Generative Artificial Intelligence (GenAI) holds the transformative potential to reshape education, particularly in the domain of content creation. One promising application lies in the development of educational escape rooms (EERs) which are increasingly adopted to foster active, experiential learning, critical thinking, and collaboration. Nevertheless, crafting effective EERs tailored to specific learning contexts often poses a daunting and time-consuming challenge. This paper explores the dynamic synergy between Room2Educ8, a framework rooted in Design Thinking principles, and the publicly accessible AI tool ChatGPT. Room2Educ8 provides a structured methodology encompassing vital steps like empathising with learners, defining learning objectives, weaving narratives, devising puzzles, briefing and debriefing participants, prototyping, and evaluating the EER experience. Complementing this framework, the paper presents a collection of sample prompts that illustrate ChatGPT's pivotal role within the EER creation process. By offering innovative ideas, suggestions, and content, these prompts not only expedite ideation and concept development but also simplify prototype creation for testing and refinement. This streamlining process reduces cognitive load, freeing educators to focus on higher-level considerations. The primary contribution of this paper lies in its harmonious fusion of ChatGPT with a structured design framework, effectively demystifying the EER creation process. With its practical guidance, including a prompt engineering guide, it extends the accessibility of EER design to a wide spectrum of educators, encompassing those with limited prior exposure to the intricacies of escape room formats. Beyond its immediate benefits, this paper serves as a gateway to future research prospects within the domain of AI-powered educational experiences, marking a step towards realising the potential of AI in the field of game-based learning.
    Original languageEnglish
    Title of host publicationProceedings of the 17th European Conference on Games Based Learning, ECGBL 2023
    EditorsTon Spil, Guido Bruinsma, Luuk Collou
    PublisherAcademic Conferences International Limited
    Pages180-189
    Number of pages10
    ISBN (Electronic)9781914587894
    ISBN (Print)9781914587887
    DOIs
    Publication statusPublished - 29 Sept 2023
    Event 17th European Conference on Games Based Learning
    - Enschede, Netherlands
    Duration: 5 Oct 20236 Oct 2023

    Publication series

    NameProceedings of the European Conference on Games-based Learning
    Volume2023-October
    ISSN (Print)2049-0992

    Conference

    Conference 17th European Conference on Games Based Learning
    Abbreviated titleECGBL 2023
    Country/TerritoryNetherlands
    CityEnschede
    Period5/10/236/10/23

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 4 - Quality Education
      SDG 4 Quality Education

    Keywords

    • Artificial intelligence
    • serious games
    • ChatGPT
    • educators
    • Escape rooms

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