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Smart Pedagogy of Game-based Learning Designing an Online Escape Room as an Educational Tool

Smart Pedagogy of Game-based Learning : Designing an Online Escape Room as an Educational Tool [In this chapter, online escape rooms are assessed as part of game-based learning (GBL) that can be used as a free educational tool for teachers to enrich their remote classes. This study was created to test the possibilities that an escape room can provide in a remote learning environment. The benefits and the downsides are explored to understand the design process and the results from the different mechanisms used. The results can give an insight into future possibilities for making escape rooms for classes or for using this format as a prototype for an escape room application. An online escape room for Latvia’s Independence Day was developed for this purpose based on flexible learning itinerary principles using Google Slides, Forms, and Sites, and it was then shared with schools to test. There were 121 participants who started the game, but only 64 of them finished it. The data was collected using Google Sheets and later analyzed to understand the educational potential of using online escape rooms in GBL in a remote learning context.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Smart Pedagogy of Game-based Learning Designing an Online Escape Room as an Educational Tool

Part of the Advances in Game-Based Learning Book Series
Editors: Daniela, Linda

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Publisher
Springer International Publishing
Copyright
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021
ISBN
978-3-030-76985-7
Pages
119 –131
DOI
10.1007/978-3-030-76986-4_8
Publisher site
See Chapter on Publisher Site

Abstract

[In this chapter, online escape rooms are assessed as part of game-based learning (GBL) that can be used as a free educational tool for teachers to enrich their remote classes. This study was created to test the possibilities that an escape room can provide in a remote learning environment. The benefits and the downsides are explored to understand the design process and the results from the different mechanisms used. The results can give an insight into future possibilities for making escape rooms for classes or for using this format as a prototype for an escape room application. An online escape room for Latvia’s Independence Day was developed for this purpose based on flexible learning itinerary principles using Google Slides, Forms, and Sites, and it was then shared with schools to test. There were 121 participants who started the game, but only 64 of them finished it. The data was collected using Google Sheets and later analyzed to understand the educational potential of using online escape rooms in GBL in a remote learning context.]

Published: Sep 12, 2021

Keywords: Online escape room; Game-based learning; Educational tool; Active learning; Remote learning; Smart pedagogy

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