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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.
Journal ArticleDOI

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.
Journal ArticleDOI

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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Proceedings Article

Live Lesson: Lowering the Barriers to Capture The Flag Administration and Participation.

Kevin Chung
TL;DR: A perspective on why the current model of CTF is not a viable e-sport is presented and a demonstration of the features of C TFd and different ways it can be integrated in computer education are presented.
Proceedings ArticleDOI

Using escape room-like puzzles to teach undergraduate students effective and efficient group process skills

TL;DR: A curricular approach that has helped my students learn how to use teams in efficient, effective ways is described, which allows students to practice individual skills one at a time but also presents integrative team challenges that force them to decide how and when to apply specific group process skills and strategies.
Journal ArticleDOI

Evaluating an Educational Escape Room Conducted Remotely for Teaching Software Engineering

TL;DR: In this paper, the authors analyzed an educational escape room conducted remotely in a software engineering fundamentals course for teaching software modeling and provided evidence that remote educational escape rooms can be effective learning activities.
Journal ArticleDOI

Leveraging Escape Room Popularity to Provide First-Year Students with an Introduction to Engineering Information

TL;DR: In 2017, as a result of dropping interest in previous years' orientation activities, librarians at the Engineering & Computer Science Library collaborated with instructors and staff in the Faculty of Applied Science and Engineering to develop an orientation activity grounded in curriculum and based on the popular escape room game as mentioned in this paper.
Journal ArticleDOI

The Toxiscape Hunt: An Escape Room-Scavenger Hunt for Toxicology Education

TL;DR: The scavenger hunt/escape room is a didactic activity for emergency medicine residents or fourth-year medical students rotating in emergency medicine as mentioned in this paper, which provides an alternative to the didactic format of teaching this material.
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