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Open AccessJournal ArticleDOI

Escapp: A Web Platform for Conducting Educational Escape Rooms

TLDR
Escapp as discussed by the authors is a web platform that allows teachers to conduct effective and highly engaging educational escape rooms, which has been used for conducting three different educational escape games (one face-to face and two remotely) in three higher education settings.
Abstract
Educational escape rooms are emerging as a new type of learning activity with the potential to enhance students’ learning through highly engaging experiences. However, conducting educational escape rooms effectively is very complex and there are no software tools available for this purpose. This lack of support is hindering the widespread use and adoption of these activities. This article presents Escapp, a web platform that allows teachers to conduct effective and highly engaging educational escape rooms. The platform has been used for conducting three different educational escape rooms (one face-to-face and two remotely) in three higher education settings. Three case studies were conducted to empirically evaluate the usefulness of Escapp for conducting these activities, which involved more than 400 students. On the one hand, a questionnaire was administered to students to gather their opinions on the Escapp platform, obtaining very positive results in terms of overall usefulness, usability and engagement. On the other hand, data automatically recorded by Escapp during the three educational escape rooms are presented as evidence of the high number of student interactions that take place during activities of this kind and the need of using a software system for conducting them in an effective way. The results of this article show that Escapp is a well-suited solution for conducting effective face-to-face and remote educational escape rooms.

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Proceedings ArticleDOI

Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives

TL;DR: In this article, the authors examined the perceptions of K-12 school education teachers towards digital educational escape rooms for STEM education in VR environments and found that teachers reacted positively to the VR escape room, appreciating its value for learning.
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The longitudinal trajectories of online engagement over a full program

TL;DR: In this article, a learning analytics study examines the engagement states (sequences, successions, stability, and transitions) of 106 students in 1396 course enrollments over a full program.
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Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming

TL;DR: In this paper, a comparative study of the effectiveness of face-to-face and remote educational escape rooms was performed, where two versions of the same educational escape room were conducted: one in-class and one remotely.
Journal ArticleDOI

Development of Teacher Digital Competence in the Area of E-Safety through Educational Video Games

TL;DR: In this paper, the authors examined the use of educational video games in an online course in MOOC format with the aim of developing teachers' digital competence in the e-safety area.
Journal ArticleDOI

A learning analytics perspective on educational escape rooms

TL;DR: In this article , the authors use sequence mining methods to analyze the temporal and sequential aspects of the activities carried out by students during these novel educational games and further use clustering to identify different player profiles according to the sequential unfolding of students' actions and analyze how these profiles relate to knowledge acquisition.
References
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Journal ArticleDOI

Exploring the perspectives of dermatology undergraduates with an escape room game

TL;DR: A UK dermatology curricula review has suggested that undergraduate delivery relies on lectures and is subject to clinical and staffing pressures, and educators have called for innovative solutions, including small group teaching.
Proceedings ArticleDOI

AMELIO: Evaluating the Team-building Potential of a Mixed Reality Escape Room Game

TL;DR: A positive and significant increase in team cohesiveness is shown, with stronger effects for teams with lower pre-game familiarity, and audio aesthetics and empathy proved to be significant mediating factors.
Journal ArticleDOI

Digital Escape Room, Using Genial.Ly and A Breakout to Learn Algebra at Secondary Education Level in Spain

TL;DR: In this article, the authors presented the use of gamification in the classroom to motivate students to learn algebra in the third course of secondary education, where they used a digital escape room, using Genial.ly and a breakout.
Journal ArticleDOI

Bringing Escape Room Concepts to Pathophysiology Case Studies

TL;DR: In this article, the authors explore the development of an escape box, presents the challenges and narrative of the game and discusses the lessons learned during the process, and explore the use of escape boxes in case studies in pathophysiology and medical education.
Journal ArticleDOI

Evaluation of students' perceptions of the Socrative application versus a traditional student response system and its impact on classroom engagement.

TL;DR: In comparison with traditional SRS methods, students felt Socrative helped them to more actively participate in class and facilitated a better environment for asking and receiving answers to classroom questions.
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